Praise for The Ultimate History of Video Games "This book is extraordinary, with enough quotes, anecdotes, and detail that it reads more like a fast-moving novel than a literary tome.” —Peter Moore, CEO of Sega "In the game industry, like in movies, an incredible amount happens behind the scenes. This book tells it all.” —Mark Cerny, creator of Marble Madness and cocreator of Crash Bandicoot "From the advent of coin-op video games, through its transition to the consumer video games industry, The Ultimate History of Video Games tells it as it is. An enjoyably informative bird’s-eye view of this entertainment medium.” —Joel Hochberg, president of Rare, Inc. " The Ultimate History of Video Games is the definitive history of computer and video games. Steven Kent takes readers from the arcade to the boardroom and introduces them to the men and women who have transformed gaming from a garage hobby into the current multibillion dollar industry of technology entertainment for the new millennium.” —Arthur Pober, president of the Entertainment Software Rating Board "A great history of the video game industry! Steve Kent reports the inside story!” —Howard Lincoln, former chairman of Nintendo of America, CEO of the Seattle Mariners "A must read for newcomers and veterans alike. ” —Michael Katz, former president of Sega, Atari, and Epyx "Steven Kent’s passion for the video game industry illuminates every page. Despite all my video game industry contacts over the years, I learned something new in every chapter.” —Richard Doherty, director of the Envisioneering Croup "Apart from the fact that Steve Kent is one of the big authorities on this thing we call the video game, he can also make history fun.” —Eddie Adlum, publisher of RePlay Magazine "I certainly wasn’t prepared for the engrossing, almost novel-like work that I discov¬ ered when I read The Ultimate History of Video Games. It was quite a pleasant surprise.” —GameSpy "The book reads like a text version of one of those mammoth Ken Burns documentaries, but without all the weird and pretentious poetry. The book leaves very few historical stones unturned.” •Happy Puppy "Highly recommended for any coin-op hobbyist’s library.” —Tim Ferrante, GameRoom Magazine "You’d be hard pressed to find a better book about the history of video games. In fact, you can’t. It really is quite an engaging read. And you’ll find yourself rereading sections for years to come.” —Syzygy Magazine "Steve Kent has created a more compelling version of gaming history, one that relies heavily on anecdotes from the heavyweights of the gaming industry.” —Came Informer "A thing of precious value. Kent’s supremely exhaustive research ensures that nuggets of insight into what went on behind the scenes leap from nearly every page. Read this book now or forever be an unenlightened gamehead.” —Edge Magazine "There have been a lot of books written about the video game business. None of them seem to get it. When people ask me about the video game business, I tell them to read The Ultimate History of Video Games." —Ed Rotberg, creator of Battlezone "A fantastic account of the history of video games. Reads like a novel!” —Lenny Herman, author of Phoenix: The Fall and Rise of Video Games "Incredible insight into the creation of some of the biggest video games. Having been in this business for fourteen years, I was amazed by the amount of information and only wish the book could have been longer.” —Ed Boon, creator of Mortal Kombat “I found this book fascinating to read. Besides reliving the stories about the people and the games, it goes into the inside stories and politics of the video games industry.” —Ed Logg, creator of Asteroids, Centipede, and Gauntlet "A nostalgic, sweeping trip down memory brick road, The Ultimate History of Video Games is great for people who want to learn more about the early days of video games.” —Tendo Box j Utimaie History of Uideo Gaines From Pong to Pokemon and Beyond— The Story Behind the Craze That Touched Our Lives and Changed the World THREE RIVERS PRESS •NEW' YORK To Professor Alf Pratte, that rare individual who understands the full responsibilities of journalism and teaching. Copyright © 2001 by Steven L. Kent All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any informa¬ tion storage or retrieval system, without written permission from Random House, Inc., except for the inclusion of brief quotations in a review. Published by Three Rivers Press, New York, New York Member of the Crown Publishing Group, a division of Random House, Inc. www.randomhouse.com THREE RIVERS PRESS and the Tugboat design are registered trademarks of Random House, Inc. Originally published by Prima Publishing, Roseville, California, in 2001. Originally published as The First Quarter. Printed in the United States of America Library of Congress Cataloging-in-Publication Data Kent, Steven L. The ultimate history of video games: from Pong to Pokemon—the story behind the craze that touched our lives and changed the world / Steven L. Kent. Includes bibliographical references and index. 1. Video games—History. I. Title. GV1469.3.K45 2001 794.8'09—dc21 2001036497 ISBN 0-7615-3643-4 10 First Edition Coiigi s Foreword by Peter Molyneux.vii Acknowledgments.viii Timeline.xi Chapter i The World Before Pong.i Chapter 2 Forgotten Fathers.15 Chapter 3 Father of the Industry.27 Chapter 4 And Then There Was Pong.37 Chapter 5 The King and Court.49 Chapter 6 The jackals.59 Chapter 7 "Could You Repeat That Two More Times?”.79 Chapter 8 Strange Bedfellows.93 Chapter 9 The Return of Bushnell.115 Chapter 10 The Golden Age (Part 1:1979-1980).123 Chapter 11 The Golden Age (Part 2:1981-1983).151 Chapter 12 The Battle for the Home.179 Chapter 13 A Case of Two Gorillas.199 Chapter 14 The Fall.219 Chapter^ The Aftermath.241 Vi Contents Chapter 16 Album Covers.259 Chapter 17 We Tried to Keep from Laughing.277 Chapter 18 The Seeds of Competition.295 Chapter 19 The Birth of Sega.331 Chapter 20 The New Empire.345 Chapter 21 The Legal Game.367 Chapter 22 The Year of Hardware.397 Chapter 23 Run for the Money.421 Chapter 24 The War.439 Chapter 25 Moral Kombat.461 Chapter 26 The "Next” Generation (Part 1).481 Chapter 27 The "Next” Generation (Part 2).499 Chapter 28 The Mainstream and All Its Perils.527 Chapter 29 And the Cycle Continues.557 Chapter 30 Three Horses and a Pony.573 Source Notes.592 t hen Steven Kent asked me to write the foreword to this book, I was deeply honored and rather pleased. I then started to wonder what I would write! These feelings made me realize that what is so useful about this book is that is chronicles the beginnings of a new entertainment medium. Our industry’s greatest problem has been one of identity—where, culturally, do video games fit? They don’t fit into films, they don’t fit into books, they don’t fit into any existing pigeonhole. Twelve years ago, when I produced my first game, my greatest challenge was to try to get someone interested in it. After talking with Steven, I believe he has found a similar problem with placing this book. Thankfully, he persevered as I did. However, now that we have this book, at last we have a faithful record on the cultural history of what I am sure will one day be one of the most impor¬ tant entertainment mediums in the world. It is shocking to me to open the first page and read through the first chapter and look back through the years of my life. Each chapter unveils a new episode in the history of computer games that coincides with my own history. What this highlights for me is that young people today think of computer games as a natural pastime, which was not always the case. They can’t imagine a world without computer games, and what Steven’s book does (and it is the first to do this) is set out the history of computer games that is both compelling and compulsive. I endorse and encourage you to read this excellent book. —Peter Molyneux 11 1 Igments i n 1972, my physical education teacher took the class to a bowling alley in Kalihi, on the island of Oahu in Hawaii. As we walked past the familiar line of electromechanical games (Night Bomber was my favorite at the time), I no¬ ticed a game that seemed to be running on a television set or possibly a computer. My teacher sent the other kids off to bowl while he and I dropped a quarter into the machine and batted a square ball back and forth with rect¬ angular paddles. Obviously, the game was Pong. One hour later, as the rest of the class finished bowling, I had a new addiction that has now lasted for nearly thirty years. Four years later, I found myself playing Midway’s Gunfightwixh a friend named Ed when two of the best-looking girls from my high school class came up to talk with us. (As anyone who knew me in high school will tell you, that was not a common occurrence.) I really wanted to talk to them. Ed really wanted me to talk to them, too; but every time I looked away from the game, he shot me. In the end, Gunfight won out, and I had proven my absolute nerddom. Researching this book gave me the opportunity to interview Dave Nut¬ ting, the man who modified Gunfight for the U.S. market, and A1 Alcorn, the engineer who built the first Pong machine. In fact, writing this book has given me the chance to meet most of the people who entertained me, addicted me, and caused me to spend an evening with Ed when I might have had more fun with Lisa. What I found out about these people was that the vast majority of them are kind, smart, and generous. With the exceptions of three people— Sam Tramiel, Ken Kutaragi, and Hiroshi Yamauchi—all of the people I asked for interviews granted them and put up with the endless hours of repetitive questions. In fact, such busy and important men as Ralph Baer, Nolan Bushnell, A1 Alcorn, Masaya Nakamura, Minoru Arakawa, Howard Lincoln, Tom Zito, and several others granted me multiple interviews. Acknowledgments IX In the end, much of this book was cobbled together from information that I gathered from more than 500 interviews. While I would like to thank the people who generously donated their time for these interviews, many of which were several hours long, I feel it is equally important to thank the many people who helped me arrange everything. For every interview that went into this book, there was an average of two PR/communications people working to put everything together. While writing this book, I found myself using a few published sources as well. One was KLOV, the Killer List of Videogames, which is located at www.klov. com. The people who created this amazing site do not receive advertis¬ ing revenues and are not employed by the video game industry. They simply maintain this immense site out of love for the games. I also relied heavily upon Phoenix: The Fall and Rise of Videogames, a brilliant book written by Leonard Herman. As I was finishing this book, a friend sug¬ gested that I call it “A Comprehensive History of Video Games.” I could not do that. Lenny had already written the comprehensive book. And while I am at it, on many occasions I also referred back to Game Over, by David Sheff. While both Nintendo of America and Nintendo Co., Ltd., in Ja¬ pan, have been very generous with me, 1 have never interviewed Hiroshi Yamauchi. I lear ned about him by reading the works of Mr. Sheff. I also wish to thank the many people who helped me get this manuscript knocked into shape. I am quite grateful to Lynelle Klein, who transcribed most of my interviews. Also, I need to acknowledge the people who took time out of their busy schedules to help me check facts. Amazingly, A1 Alcorn and Steve Bristow were kind enough to read the chapters about Atari for me; John Romero helped with the modern PC stuff; Richard Brudvik-Lindner helped with the Genesis years; and many others chipped in. One thing I have learned while working on this project is that the gaming community is filled with people who know an awful lot about history and will do anything they can to preserve it. A number of people worked very hard to help me comb out errors that had crept into my text. When they first approached me to offer this help, I greeted them suspiciously. As we worked together, however, I realized that these folks did not want credit. They simply wanted to see history preserved correctly. X Acknowledgments But they deserve credit. First and foremost, I wish to thank a gentleman at Colorado State who prefers to be known as “Zube.” Meticulous and with far too much time on his hands, this fellow combed through my text and found pages of minutia and larger errors, all wanting correction. There were mo¬ ments when I cursed Zube; but now I wish to thank him. Then there was Tim Ferrante of Gameroom Magazine. One night, as I prepared to send my manuscript to Prima, Tim and I did a page-by-page search through the book. After three hours, I complained that I was tired, but he kept going. Only later did I realize that while I was in Seattle, where it was only 1:00 a.m., he was on the East Coast, and it was 4:00 a.m. for him. I also owe debts of gratitude to Curt Vendel, Ken Gagne, and Lenny Herman, a true guardian of video game history. And all the way through this process, I frequently relied on help from my good friend, Jeremy Horwitz—once the world’s best-connected video game player, now on his way to a fine career in law. I also want to thank Eddie Adlum, Ingrid Milkes, Key Snodgress, and the rest of the staff of RePlay Magazine —the real experts on the coin-op indus¬ try—for taking the time to teach me about the workings of the arcade industry and for lending me valuable photographs to enhance my book. Finally, I absolutely need to thank Steve Martin, David Richardson, and Andrew Valias at Prima. These are the guys who shine up my work, and I am most grateful. incline 1889 Fusajiro Yarnauchi establishes the Marufuku Company to manufacture and distribute Hanafuda, Japanese playing cards. 1932 The Connecticut Leather Company is established by a Russian immigrant named Maurice Greenberg to distribute leather products to shoemakers. 1951 Yarnauchi changes the name of Marufuku Co. Ltd. to Nintendo, a term meaning "leave luck to heaven.” United States passes new laws regulating slot machines. Marty Bromley, who manages game rooms at military bases in Hawaii, buys machines and opens Service Games (SEGA). David Rosen, returning from service in the U.S. Air Force during the Korean War, opens portrait painting business in Japan. 1954 David Rosen starts Rosen Enterprises and begins shipping photo booths to Japan. 1956 Rosen imports $200,000 worth of coin-operated electromechanical games to Japan and starts the country's coin-op business. 1958 Physicist Willy Higinbotham of the Brookhaven National Laboratories in New York invents an interactive table-tennis-like game that is displayed on an oscilloscope. 1961 MIT student Steve Russell creates Spacewar, the first interactive computer game. 1962 Nolan Bushnell enters engineering school at the University of Utah. 1964 Rosen Enterprises, Japan’s largest amusement company, merges with Service Games, which now has jukeboxes in over 6,000 locations, to form Sega Enterprises. 1965 Nolan Bushnell gets a summer job at a Salt Lake City carnival where he is in charge of the games midway. XII Timeline 1966 Ralph Baer begins researching interactive television games at Sanders Associates. Sega releases Periscope, a game that becomes such a hit in Japan that U.S. and European companies begin importing it. This is Japan’s first amusement game export. Because of the high cost of shipping, U.S. arcade owners charge players $0.25 per play, setting what will eventually become the standard price for playing arcade games. 1968 Ralph Baer patents his interactive television game. 1969 Gulf £ Western purchases Sega. Nolan Bushnell graduates from the University of Utah and accepts a job in California. 1970 Magnavox licenses Ralph Baer’s television game from Sanders Associates. 1970 Bushnell begins work on an arcade version of Spacewarcalled Computer Space. 1971 Nutting Associates purchases Computer Space from Nolan Bushnell and hires him to help manufacture it. Nutting begins shipping Computer Space, the first arcade video game machine. 1972 Magnavox begins demonstrating Odyssey in private showings. Bushnell attends a demonstration of the console on May 24, in Burlingame, California. Bushnell Leaves Nutting and starts Syzygy with partner Ted Dabney. Finding that the name Syzygy is already taken, they rename their company Atari. Atari engineer Al Alcorn creates Pong. Magnavox releases Odyssey. Magnavox sues Atari on grounds that Pong infringes on Ralph Baer's patents. Nolan Bushnell decides to settle out of court. 1973 Taito, Williams, and Midway enter the video game business. 1975 Atari creates prototypical Home Pong unit and sells idea to Sears Roebuck. Namco begins making video games. Strapped for cash, Nolan Bushnell approaches venture capitalist Don Valentine for funding. Midway Games imports a Taito game called Cunfight, the first game to use a microprocessor. 1976 The Connecticut Leather Company, now known as Coleco, releases Telstar, a television tennis game. Fairchild Camera S Instrument releases Channel F, the first programmable home game to use cartridges. Timeline xiii Exidy Games releases Death Race, a game in which players drive over stick figures. Protests about the game are featured on 60 Minutes. Bushnell sells Atari to Warner Communications for $28 million. 1977 Atari opens the first Pizza Time Theatre. Atari releases the Video Computer System, also known as the 2600. Mattel introduces a line of LED-based handheld video games. Shigeru Miyamoto joins Nintendo. Bally releases the Bally Professional Arcade home console. Nintendo releases its first home video game in Japan. 1978 Bushnell is forced out of Atari and buys the rights to Pizza Time Theatre. Ray Kassar becomes the CEO of Atari. Nintendo releases Othello, its first arcade game. Atari releases Football and Midway releases Space Invaders. Both games attract record business. Magnavox releases the Odyssey2. Cinematronics releases Space Wars, an arcade adaptation of the Spacewars game created at MIT. 1979 Capcom is founded in Japan. Atari releases Lunar Lander, its first vector-graphics game. Later that year, Atari releases Asteroids, the company’s all-time bestselling game. Atari game designer Warren Robinett introduces concept of "Easter Eggs” to video games by hiding a room with his name in a 2600 game called Adventure. Mattel Electronics introduces the Intellivision game console. Milton Bradley releases Microvision, the first handheld programmable game system. 1980 Atari releases Space Invaders for the Video Computer System. The practice of selling home versions of arcade hits is started. Renegade programmers fleeing from Atari create Activision, the first third-party game publisher. Namco releases Pac-Man, the most popular arcade game of all time. Over 300,000 units are sold worldwide. Minoru Arakawa opens Nintendo of America. Williams releases Defender. 1981 Nintendo releases the arcade game Donkey Kong. Atari releases Pac-Man for the Video Computer System. Atari releases Tempest. U.S. arcades revenues reach $5 billion as Americans spend more than 75,000 man-hours playing video games. Xiv Timeline Arnie Katz, Bill Kunkel, and Joyce Worley begin publishing Electronic Games, the first magazine about video games. 1982 Coleco releases Colecovision. Atari wins lawsuit accusing Magnavox of infringing on its Pac-Man license with K.C. Munchkin. Atari releases E.T. for the Video Computer System. Activision releases Pitfall for the Video Computer System. Atari releases the 5200 game console. General Consumer Electronics releases the Vectrex. Midway releases Ms. Pac-Man, the biggest arcade game in American history. When Warner Communications announces that Atari sales have not met predictions, Warner stock drops 32 percent. 1983 Nolan Bushnell opens an arcade company called Sente Games. Yu Suzuki joins Sega. Sega releases its first home console in Japan—SG-1000. Cinematronics releases Dragon's Lair, the first arcade game to feature laser-disc technology. Former Philip Morris executive James Morgan replaces Ray Kassar as head of Atari. 1984 Nintendo releases the Family Computer (Famicom) in Japan. David Rosen and Isao Okawa purchase Sega Enterprises back from Gulf £ Western for $38 million. Coleco begins marketing the Adam Computer. Hisao Oguchi and Yuji Naka join Sega. Warner Communications sells Atari Corporation to Commodore Computers founder Jack Tramiel but retains the arcade division as Atari Games. 1985 Nintendo test-markets the Famicom in New York as the Nintendo Entertainment System (NES). Russian mathematician Alex Pajitnov designs Tetris. 1986 Nintendo of America releases NES nationwide. Sega releases its Sega Master System. Atari releases the 7800 game console. 1987 Nintendo publishes The Legend ofZelda. NEC releases the 16-bit/S-bit hybrid PC-Engine game console in Japan. Sega unveils 16-bit Mega Drive game console. 1988 Square Soft publishes Final Fantasy. Timeline MV Atari Games releases unlicensed games for the NES under its new Tengen label. Tonka acquires the U.S. distribution rights to the Sega Master System. Coleco files for bankruptcy. 1989 NEC brings PC Engine to the United States and releases it as TurboGrafx. Sega releases Mega Drive in the United States as Genesis. Nintendo releases Game Boy worldwide. 1990 Nintendo and Atari go to court over the rights to Tetris, Nintendo releases Super Mario Bros. 3— the most successful non-bundled game cartridge of all time. SNK brings 24-bit NeoGeo game console to the United States. 1991 Nintendo of America releases Super NES. Sega recreates itself with a new mascot—Sonic The Hedgehog. Galoob Toys releases the Game Genie. Capcom releases the arcade game Street Fighter II giving arcades a needed boost. 1992 With Genesis outselling Super NES, Sega effectively takes control of the U.S. console market. Sega ships Sega CD peripheral for Genesis game console. 1993 Panasonic begins marketing the 32-bit 3DO Multiplayer. Atari launches the 64-bit Jaguar. Broderbund publishes Myst for Macintosh Computers. Id Software publishes Doom for PCs. Virgin Interactive Entertainment publishes The 7th Guest on PC CD-ROM. Senators Joseph Lieberman (D. of Connecticut) and Herb Kohl (D. of Wisconsin) launch Senate hearings on video game violence. 1994 The Interactive Digital Software Association is created in response to Senate hearings. Nintendo releases Donkey Kong Country and retakes control of the U.S. console market. Sega releases 32X, a peripheral that increases the power of the Genesis. Sega releases Saturn in lapan. Sony releases PlayStation in Japan. 1995 Sega releases Saturn in the United States. Sony releases PlayStation in the United States. XVi Timeline Nintendo releases Virtual Boy in the United States. Nintendo unveils the 64-bit Nintendo 64 game console in japan. 1996 Nintendo sells its billionth cartridge worldwide. Jack Tramiel sells Atari Corporation to disk drive manufacturer ITS. Nintendo releases Nintendo 64 in the United States. Nintendo discontinues Virtual Boy. Sony unveils Crash Bandicoot. 1997 Sega discontinues Saturn. Bandai releases Tamagotchi. Tiger releases game.com handheld system. Gumpei Yokoi, the creator of the Game Boy, dies in car accident. DreamWorks, Universal, and Sega team up to form a new line of super arcades called GameWorks. Nintendo releases Goldeneye 007 for Nintendo 64. Square Soft publishes Final Fantasy VII for PlayStation. 1998 Nintendo releases The Legend of Zelda: Ocarina of Time for Nintendo 64. Pokemon, a line of Game Boy role-playing games that have ignited a craze in japan, comes to American and starts a similar craze. 1999 ITS files for bankruptcy and sells Atari properties to Hasbro Interactive. SNK Corporation brings the NeoGeo Pocket Color handheld game system to the United States. Sega releases Dreamcast game console in the United States. 2000 Toshiba and Samsung announce plans to sell Nuon-equipped DVD players. Sony releases PlayStation 2 in Japan. Microsoft unveils plans for Xbox video game console at the Game Developers Conference. Sega launches SegaNet internet service for Dreamcast. Sony launches PlayStation 2 in the United States. SNK discontinues NeoGeo Pocket Color sales in the United States. 2001 Sega discontinues Dreamcast. Sega chairman Isao Okawa dies. Nintendo releases Game Boy Advance in japan (March) and the United States (June). Nintendo releases GameCube in the United States. Microsoft releases Xbox worldwide. e Worn efo re Pong You can’t say that video games grew out of pinball, but you can assume that video games wouldn’t have happened without it. It's like bicycles and automobiles. One industry leads to the other and then they exist side by side. But you had to have bicycles to one day have motor cars. —Steven Baxter, former producer, The CNN Computer Connection 2 The World Before Pon? The Beginnings of Pinball New technologies do not simply spring out of thin air. They need to be associ¬ ated with familiar industries or ideas. People may have jokingly referred to the first automobiles as “horseless carriages,” but the name also helped define them. The name changed them from nebulous, unexplainable machines to an extension of an already accepted mode of transportation. Although video games are a relatively new phenomena, they benefited from a close relationship with the well-established amusement industry. The amuse¬ ment industry, in turn, has long suffered from a lack of legitimacy. As it turned out, however, legitimacy would never be much of an issue for video games. The beginnings of pinball can be traced back to Bagatelle, a form of bil¬ liards in which players used a cue to shoot balls up a sloped table. The goal of the game was to get the balls into one of nine cups placed along the face of the table. Abraham Lincoln was said to have played Bagatelle.* No surviving records explain why the cue sticks in Bagatelle were replaced with a device called a “plunger,” but for some reason the evolution took place and the game transformed into a new sport called “pinball” before the turn of the century. If one event paved the way for today’s computer and video game industry, it was David Gottlieb’s Baffle Ball. The founder of D. Gottlieb and Company, David Gottlieb was a short, stocky man with a full head of brown hair and an ever-present cigar in his mouth. A showman and an inventor, he once made a living by taking carnival games to oil workers in remote Midwestern oil fields. He understood the balance of chance and skill that made games fun and had a talent for refining ideas to make them more fun. In 1931, Gottlieb created a game called Baffle Ball. Baffle Ball used no electricity and bore little resemblance to modern pinball games. It was built in a countertop cabinet and had only one moving part— the plunger. Players used the plunger to launch balls onto a plane set at a 7-degree slope and studded with pins circling eight holes or “scoring pock¬ ets.” Each scoring pocket had a certain point value attached to it. For a penny, players could launch seven balls. * Whether or not Lincoln did in fact play the game, an old political cartoon shows him playing it during his presidency. The World Before Pongi 3 Baffle Ball did not have flippers, bumpers, or a scoring device. Players kept track of scores in their heads. Once they launched the ball, they could control its course only by nudging the entire Baffle Ball cabinet, a technique later known as “tilting.” Sometimes they tilted so forcibly that the entire Baffle Ball cabinet could slide several inches during a single game. At first Baffle Ball sales grew gradually, but within months, Gottlieb’s game became a major success. By the time the game reached peak popularity, Gottlieb shipped as many as 400 cabinets a day. Gottlieb, the first person to successfully mass produce pinball cabinets in a factory, became the “Henry Ford of pinball.” His competitors worked out of their garages and couldn’t compete. Imitators popped up immediately, more or less. I mean everybody got in¬ volved in the business, and, like I said, there were a lot of people building them in their garages. Gottlieb machines were a little more expensive. I think it was $16.50 for the machine, and that was $1.00 or $1.50 more than the competitors. But my grandfather used a better quality of walnut; I think the pins were a higher quality metal. He wanted it to be the Cadillac of pinball machines. —Michael Gottlieb, grandson of David Gottlieb Once Gottlieb proved money was to be made, imitators followed. David Rockola created several successful pin games* before establishing his com¬ pany as one of the most famous names in jukeboxes. Ray Moloney’s first pinball machine, Ballyhoo, sold so well that he changed the name of his company from Lion Manufacturing to Bally. Gottlieb’s chief competitor was Stanford-educated Harry Williams. Having studied engineering, Williams brought a deeper understanding of mechani¬ cal workings to the industry. He entered the business as a West Coast distributor selling other companies’ amusement machines but discovered he could pur¬ chase used pinball games and refurbish them with playfields of his own design for much less than it cost to buy new ones. * Pin games is a slang term that members of the amusement industry often use to describe pinball machines. In 1932, Williams decided to make pinball more challenging by limiting the amount of “body English” players could use. He designed a table with a device that contained a metal ball on a pedestal in its base. If players nudged the machine enough to knock the ball off the pedestal, the game ended. He originally called his device “Stool Pigeon,” but when a customer complained that the machine had “tilted,” Williams decided to call it a “tilt” mechanism. He tested this innovation in a game called Advance. Williams later refined the “tilt” mechanism by replacing the ball and plat¬ form design with a pendulum device, which has been present in nearly every pinball game made since. In 1933, Williams built Contact —the first “electric” pinball machine. The name Contact referred to its electrically powered scoring pockets (called “con¬ tact holes”), which knocked the ball back into the playfield to continue scoring points. Like the “tilt” mechanism, electric scoring pockets became a standard for pinball that is still used today. Previous to Contact, the skill for the player was to send the ball up on the playfield, have it roll around, and hope that his aim was such that the ball would somehow magically weave its way around through the pins that were nailed into the playfield. With the contact hole, you still needed to have some precision to get the ball into the cup, but getting the ball into the cup gave you something back. There was a sound, there was motion. Part of the fascination people have with pinball comes from those opportunities where the game takes over and does things. —Roger C. Sharpe, author, Pinball!* Pay-Outs Though he was well aware of Harry Williams’s innovations, a different de¬ velopment frightened David Gottlieb more. Slot-machine manufacturers * Readers interested in learning more about the history of pinball and seeing its color and pageantry should look for Pinball !by Roger C. Sharpe (E. P. Dutton, 1977). The World Before Pong J began making pinball-like machines called “pay-outs,” which combined pin¬ ball and gambling. Gottlieb saw these machines as a threat to the entire industry. Pay-out ma¬ chines first appeared in the crime-conscious 1930s, and Gottlieb suspected that politicians would outlaw the new machines and anything associated with them. Yes, there was a certain amount of skill involved, but basically the law looked at it as a gambling device. Pay-outs started out legally in many states and eventually ended up being operated mostly illegally in places where the po¬ lice would look the other way, such as New Orleans. They were nickel games, by the way. They paid off in nickels. So it was a little gamble, but neverthe¬ less it was gambling. —Eddie Adlum, publisher, RePlay Magazine Gottlieb’s fears proved accurate. Politicians saw pinball as inextricably as¬ sociated with gambling. When states passed laws prohibiting pay-out games, they usually outlawed all forms of pinball. The most celebrated attack on pinball came from Fiorello LaGuardia, New York City’s flamboyant mayor. As part of his ongoing crusade against orga¬ nized crime, LaGuardia petitioned local courts for a ban against pinball. After six years of petitioning the courts, LaGuardia’s request was granted. A Bronx court ruled pinball an extension of gambling and made it illegal. LaGuardia celebrated by having the police confiscate pin games from around the city. He held a press conference in which he demolished several machines with a sledgehammer. The event was even shown on newsreels in theaters around the country. There was a gaming [gambling] connotation to the coin-operated amuse¬ ment business. There was a photograph I remember very clearly—Fiorello LaGuardia, the mayor of New York City, by the waterside breaking up all these "games of chance” and throwing them into the sea to dispose of them. Today he’d have had an even greater problem with environmentalists. —Joel Hochberg, president, Rare and Coin It 6 The World Before Pony Within three weeks of the Bronx court’s ruling, the New York Police De¬ partment confiscated and destroyed more than 3,000 pinball machines. Mayor LaGuardia donated the metal scraps to the government to support the U.S. war effort against Nazi Germany. In all, he donated more than 7,000 pounds of metal scraps, including 3,000 pounds of steel balls. New York’s ban on pin¬ ball remained in place for nearly 35 years. Once New York City banned pinball, neighboring counties followed. The trend spread quickly. The Battle for Legitimacy Gottlieb believed that the only way to legitimize pinball was to prove that it involved more skill than luck. Years passed before he found proof. In 1947, one of Gottlieb’s engineers, a man named Harry Mabs, added an innovation to the game—six spring-powered levers that players used to pro¬ pel the ball back into the playfield before it rolled out of play. Gottlieb called them “flipper bumpers” and said that they proved that Humpty Dumpty, his latest pinball cabinet, was not just a game of chance be¬ cause players scored most of their points by knocking the ball back into play with flippers rather than relying on luck and gravity. The flipper bat was quite a breakthrough because it gave the player a true means of exercising and developing skill. You could aim at targets now, rather than in the old days when you popped the ball up and just shook the shit out of the table and hoped that it went in the right hole or hit the right thing. The use of the flipper bat is probably the greatest breakthrough ever in pinball. —Eddie Adlum It [the introduction of the flipper] not only changed the basic landscape of the games themselves, but specific to the players, it really changed how they interacted with the games. It was a totally different entertainment form than it had been. More important, it was a remarkable change for the game designers and developers. What had been the prescribed way of doing game development for the previous decade had to be altered dramatically. No longer was it a situation of a person passively interacting with the game; now there was true influencing and greater control from the standpoint of the player. —Roger C. Sharpe Gottlieb’s “flipper games” became the salvation of pinball. Pushed on by a desperate need for respectability, other pinball manufacturers and distribu¬ tors imitated Humpty Dumpty s flipper bats and called their cabinets “flipper games.” In France, where pinball has a long and popular history, pinball ma¬ chines are simply referred to as “le flipper.” After years of complaining about competitors stealing his ideas, Harry Wil¬ liams found himself imitating rather than innovating, as he joined the growing number of pinball manufacturers adopting the Gottlieb flipper. Williams’s first flipper game was called Sunny. By this time, Harry Williams owned his own Chicago amusement company, Williams Manufacturing Company, which he founded in 1942. Though Harry Mabs created the first flippers, it was Steven Kordek, an en¬ gineer from a company called Genco, who discovered the best use for them. Kordek replaced Humpty Dumpty s six flippers—two at the top, two in the cen¬ ter, and two at the bottom—with two flippers along the bottom of the playing field. Kordek’s innovation was introduced in a game called Triple Action* I worked for a small company and I was always told to save money—and there was no way in the world that I was going to use six flippers. —Steve Kordek, former pinball designer, Cenco Most pinball machines created in 1947 had six flippers. When Kordek’s two- flipper design was demonstrated in a trade show in January 1948, it caused an immediate stir. The industry has followed his basic design ever since. Even as Gottlieb sought to legitimize pinball with flippers, Bally intro¬ duced Bingo machines—flipperless pinball machines with rows of pockets. * Years later, Harry Williams hired Mabs as his chief designer. Mabs later recruited Kordek to work for Williams. 8 The World Betore Pony Bingo re-opened some of the wounds caused by pay-out games. Though pin¬ ball remained legal, most states outlawed Bingo machines permanently. People tried to operate Bingo machines legally and treat them as regular pinball machines, but because they were gambling devices, my grandfather didn’t want to have anything to do with them. —Michael Gottlieb Flippers were enough proof that pinball was a game of skill for some legis¬ lators. Satisfied by flippers and free-game rewards for high scores, some states relaxed their laws governing pinball. New York continued its ban into the 1970s. A Growing Industry There were five game manufacturers in the beginning. It was Gottlieb mak¬ ing pinballs. It was Williams making pinballs and novelties. It was Bally’s making pinballs, novelties, and slot machines, although the major industry didn't use those. It was Chicago Coin making pinballs and novelties. It was Midway making novelty games—target rifles and so on. There was a sixth, United Manufacturing. But just about the time I joined the industry in 1964, United was purchased by Williams, so that put it back down to five. —Eddie Adlum The coin-operated amusement industry has two tiers of companies. The first tier includes companies like Gottlieb and Williams, which manufacture amuse¬ ment equipment. The second is made up of local distributors and operators who place equipment in stores, bus stations, bars, restaurants, and bowling alleys and set up routes to maintain it. Though flipper machines and other games have long represented a steady source of income, the jukebox defined the industry in the early going. During the 1940s and 1950s, jukeboxes were an integral part of the fabric of American society and the main source of income for amusement companies. The World Before Pon? 9 Known as music operators, these distributors placed jukeboxes and games in bus stations, restaurants, and ice cream shops. In exchange for permission to place their equipment in businesses, operators paid location owners a por¬ tion of jukebox and game receipts. They established routes and hired teams of technicians to maintain their equipment, empty the coin boxes, and place new records in jukeboxes. Keeping current with the latest music trends was essential to earning a good income and keeping location owners satisfied. It was a competitive business. The music operator’s entire livelihood de¬ pended on keeping customers happy. If a location owner thought he had received inferior equipment or old records, he could make arrangements with a new operator simply by picking up the telephone. In the mid-1960s, Gottlieb was the recognized leader [in pinball]. Bally was the recognized loser. In fact, I knew a salesman named Irv Kempner in New York City who worked for Runyon Sales Co. They were distributors of both Rowe jukeboxes and Bally pinballs, and one of the guys said the reason "Kempy” was the best salesman was because he had the worst pinball and the worst jukebox to sell. Today, Rowe is number one in jukeboxes, and Bally owned the pinball machine industry in the late 1970s and early 1980s. —Eddie Adlum novelty Games If you go to an old penny arcade, some of the equipment we consider an¬ tique today was quite popular in the days that I started [in the industry]. It makes me feel old. —Joel Hochberg Historically, the oldest coin-operated amusement machines were known as novelty games. Before making Baffle Ball, David Gottlieb manufactured a nov¬ elty machine called the Husky Grip that tested a player’s strength. By the 1940s, 10 The World Before Pon^f companies had already invented mechanical baseball games. Other games simulated horse racing, hunting, and Western gunfights. Over the years, the field has grown to include hockey, soccer (known by many as foosball), fly¬ ing, and even building construction. One of the most popular themes was the shooting arcade. Taverns began carrying mechanical pistol games in which players shot tiny ball bearings at targets on the other side of a small glass-enclosed cabinet. Larger shooting galleries with rifles became staples at arcades. We had some wonderful ideas like the Seeburg Bear Cun, a classic that old timers still remember. You took an actual rifle that had a cable attached to a console about 6, 8 , io feet away, and the bear moved from left to right. He had light-sensitive targets in his stomach and on each side. As you shot, he would rear up and growl and turn in the other direction, and you just kept shooting until you ran out of bullets. It [Bear Cun] was a huge, big hit; a lot of people had it. We also had the Six Cun game where you had a great big mannequin dressed like a cowboy. He stood at one side and challenged you to a gun fight, and you stood on the other side and had a pair of guns mounted in a little stand-up frame. He would challenge you to draw, like a 1-2-3, and you would pull your gun, and he would lift his arm. If you got him, he would say, "You got me,” and if he got you, he would say, "You lost. You’re dead,” that kind of thing. The Six Cun game was built like a Russian toilet so that it would last for¬ ever. And it did. By and large, you didn’t go into an arcade in those days to play a specific game. You went into the arcade to go into the arcade. You went in there, got change for your dollar (of course, some games in those days were still on nickel play), and you just looked around to see what there was to play. You put a couple of nickels in here and put a couple of nickels in there until your dollar was used up. —Eddie Adlum By the 1960s, novelty games had become quite sophisticated. Black lights were built into the cabinets to make objects glow against dark backgrounds. One game, The World Before Ponj It Chicago Coin Speedway, had a projection screen for a background. Players steered a race car in front of the screen, dodging the projected images of other cars. If the player came too close to a projected image, the machine made a banging sound to simulate a crash and the player went to the back of the pack. These were the direct ancestors of modern video games. Birth of a Visionary If any one person has worked at every level of the amusement machine indus¬ try, it is Joel Hochberg. A jovial, quiet man with a self-effacing sense of humor, Hochberg entered the industry to remain near his ailing mother. He never imagined that years later he would help reestablish a multibillion dollar com¬ pany and change the evolutionary path of the entire industry. Born and raised in Brooklyn, New York, Hochberg earned an associate de¬ gree in electronics from the New York Institute of Technology. “I never wanted to find out how to make things tick; I wanted to know how to make them tick better.” He got his degree in 1956 and began the selective interviewing process at Burroughs Corporation. One Saturday, a neighbor who worked for Master Automatic Music asked Hochberg to help him repair a jukebox. He [Hochberg’s neighbor] worked for one of the larger companies in the Jive boroughs area. He asked me one Saturday morning if I could help him. There was a very prominent location that was without music and would have been without music until Monday because the distributor was closed. It [having the jukebox shut off] would cost the company a lot of money, but I think more than the money was the lack of the entertainment required for the week¬ end in that location. —Joel Hochberg It is nearly impossible to understand the impact that jukeboxes made on businesses in the 1950s. At that time, not having a jukebox meant that cus¬ tomers went elsewhere. Though he had studied electronics, Hochberg knew nothing about juke¬ boxes. He opened the machine and found a problem with the amplifier. The 12 The World Before Pon? jukebox worked within a few hours. Hochberg later found out that his neigh¬ bor had never really expected him to be able to fix the problem. Harry Siskind, then president of Master Automatic Music, was impressed that Hochberg had fixed the jukebox and asked to meet him. Siskind didn’t have a job to offer at the time but told Hochberg that he should consider working in the music operators business because he had the “ability to take things with a technical approach.” Accepting a job at Burroughs would have meant Hochberg moving to Penn¬ sylvania, which, because of his mother’s dire illness, he was unwilling to do. “My mother was deathly ill, and I really had no idea as to what the prognosis was. She was basically terminal, but I didn’t know it. At least I didn’t believe it.” Anxious to stay near his mother, Hochberg took a job at Tri-Borough Main¬ tenance. “ We did Brooklyn, the Bronx, Queens and Manhattan. We probably did all five boroughs, but it was called Tri-Borough because I think the indi¬ viduals who formed the company came from three different boroughs.” For a salary of $55 a week, Hochberg worked long hours six days a week and pro¬ vided his own car. He began by repairing jukeboxes and pool tables. At this time, New York distributors carried novelty games as well as juke¬ boxes—pinball was still banned. For the most part, novelty games represented only a small part of the business. The popular novelty themes of the times included shuffle alleys—indoor tabletop bowling lanes on which players used metal pucks to knock down miniature bowling pins. Other popular themes included racing, baseball, and shooting galleries. In New York, where pinball was still illegal, novelty games often turned a good profit. The biggest part of our business was shuffle alleys and ball bowlers. Remem¬ ber, I came from the city [New York], and these were legal items. Every bar and grill, every tavern had a shuffle alley. Baseball was a very popular game. It used a bat and pitching mecha¬ nism. In some cases, lights on the playing field [were used to show bases with runners], and in other cases, men rotating on a motor carriage. You had some moving targets, some escalation ramps. You had home run areas that were predetermined, and of course, sometimes [home run] ramps came up and if you were able to hit them, your ball went out of the park. ■Joel Hochberg The World Before Pon? IJ Wall boxes were another popular item in the industry. These were tabletop cabinets that linked booths and tables to a central jukebox. Each box had a song list, coin slot, and buttons for ordering songs. Restaurants, diners, and malt shops placed wall boxes on tables and in booths so that customers could select and order songs more conveniently. .. . and wall boxes were great for the industry because the machine would play a record once. It’s conceivable if a record was popular, that four, five, or six people would select that record—but it would only play it once. The same situation holds true today, jukeboxes don’t dedicate songs to an indi¬ vidual; they just deliver the requirement to play. —Joel Hochberg Always the innovator, Hochberg found a way to improve the system. He was the first engineer in his area to place volume switches behind bars and counters so that bartenders and restaurant managers could make the music louder upon request. Location managers welcomed the change. Before this, the only volume control was a knob hidden on the back of the jukebox so that customers couldn’t get to it. Though his mother died shortly after he started work at Tri-Borough, Hochberg continued working for New York amusement companies until 1961. This was dur¬ ing a period in which working within the amusement industry had its hazards. I’ve also had a situation where a gentleman who played the game after [l re¬ paired it] lost a lot of money. So he was angry. He said, "If you didn’t repair this game I wouldn’t have lost.” And he wanted to do a number on me. I’ve seen a man carrying a gun in his hat. I’ve had a shot fired at me. Let’s change that. . . . Not fired at me directly but fired into the location while I was working on a United Baseball game. —Joel Hochberg Once, when Hochberg showed up at a bar early one Sunday morning to service a machine, he was attacked and beaten. An investigation into the inci¬ dent revealed that he’d been mistaken for the bartender. 14 The World Before P 0115 The next thing I knew, I was being brutalized by a couple of people who were very aggressive because they didn’t know who to beat up. The indication was, he’s in the bar on Sundays before the bar opens, so there were two people in the bar. They didn’t ask what my name was or what the other gentleman’s name was. They just came in there. It seems that there was some kind of local area issue, something that had something to do with a relative of one of the people. The bartender’s wife was the sister of one of these fel¬ lows, and the bartender was mistreating the sister. —Joel Hochberg Hochberg also remembers that many people liked him for what he did. Sometimes while working his route, he’d have to run outside to put money in a parking meter, only to discover that people had recognized his car and fed the meter for him. In 1961 Hochberg took a job with New Plan Realty, which was opening the Cavalier, one of the world’s first restaurant/arcades. Built in a new shopping center in Philadelphia, the Cavalier was an enormous endeavor with a 10,000- square-foot dining area and 2,500-square-foot arcade. Hochberg was hired to help build and manage the arcade. The same year that Hochberg moved to Philadelphia, a group of socially awkward college kids began an experiment that would eventually change Hochberg’s life. Fori non athers There’s some question about how you define a computer game. Two interactive pro¬ grams existed before Spacewar, in which you interacted with switches on the computer and you changed a display on the screen, depending on what you did with the switches. But they weren’t particularly designed as games. And they weren’t very popular be¬ cause, as games, they weren’t very good. ■Steve Russell, creator of Spacewar l6 Forgotten Fathers he members of the Tech Model Railroad Club (TMRC) at the Massachusetts Institute of Technology (MIT) had their own language. They called bro¬ ken equipment munged . 1 They called rolling chairs bunkies. They called garbage cruft. And they called practical jokes and impressive feats hacks. Like most colleges, MIT had several campus organizations. The Tech Model Railroad Club appealed to students who liked to build systems and see how things worked. These were not typical college students. Many of them were short and most were unathletic. Some wore thick glasses. In the late 1950s and early 1960s, years before the invention of the pocket calculator, these were the kids who carried a slide ruler. These strange college students, with their funny jargon and nerdy ways, did more to start the computer revolution than any Silicon Valley engineering team. Naturally curious, these MIT students had devoted their lives to intellectual tinkering. They believed in a cooperative society and imagined themselves liv¬ ing in a utopian world in which people shared information—sometimes without regard to property rights. Once they discovered computers, they became known as “hackers.” Before that, they were simply nerds. Some members of the TMRC explored MIT at night, looking for machines to examine. One night in 1959, Peter Samson opened a door in the Electronic Accounting Machinery building and found an IBM 407, a machine capable of creating and reading punch cards. To Samson, finding an unguarded com¬ puter was as exciting as discovering a new law of physics. The IBM 407 was not a full-fledged computer. In order to make it work, Samson and his friends needed to “kludge” a plug board. They didn’t mind the challenge— they’d joined the TMRC because they loved jury-rigging systems. Soon the IBM 407 became a major focal point in the lives of many TMRC members. The Hulking Giant Many computers of the 1960s were large enough to fill entire rooms. Their inner workings consisted of rows of expensive vacuum tubes; the standard building block for early electronics. Because vacuum tubes generated great amounts of heat, early computers needed cooling systems to prevent fires. Some even had water pipes running through them for cooling. Not only did Forgotten Fathers 17 vacuum tubes heat up, but they were also delicate. Certain computers, while in operation, required a dedicated technician to replace broken tubes. Since 1960, silicon chips have replaced transistors, which replaced vacuum tubes, resulting in smaller, faster, and more powerful computers. Floppy disks and com¬ pact disks are used instead of much less efficient forms ol data storage, such as punch cards and ticker tapes. A standard 3.5-inch floppy disk can hold as much data as a mountain of punch cards and offers faster access to the information. For the gaming world, the biggest transformation is in the way computers dis¬ play information. Early computers communicated via teletype. A few units had computer readout screens. Throughout the 1960s, the University of Utah, Stanford, and MIT were the only U.S. universities that had computers with monitors. In 1961 MIT’s two main computers were gigantic—an IBM 709, which the members of the TMRC called “the Hulking Giant,” and the TX-O, one of the earliest computers to use transistors. Though it was considerably smaller than the Hulking Giant, the TX-0 still required 15 tons of air-conditioning equip¬ ment for cooling. Unlike the 709, which used punch cards, the TX-0 encoded data on long strips of paper tape. Most students at MIT gravitated toward the IBM 709, causing the unregulated forces of the TMRC to develop disdain for it. They preferred the more efficient TX-O, which had been developed for military purposes. It was smaller, sleeker, and its military designers had given it a monitor. Working on the TX-O, several TMRC members quickly distinguished themselves as master programmers. In the summer of 1961, Digital Equipment donated its latest computer to MIT, the PDP-1 (Programmable Data Processor-1). Compared to the Hulking Giant and even the TX-O, the PDP-1 was modest in size—about the size of a large automobile. It sold for a paltry $120,000, and like the TX-O, it had a readout terminal. The TMRC adopted it immediately. In those days, when computers were as rare as nuclear reactors, hackers wrote programs for the good of the computer-loving community. TMRC members stored their PDP-1 programs on ticker tapes in a drawer near the computer, where anyone could try them out or even revise them. Creating a new pro¬ gram was considered an impressive hack. So was making a good revision. Steve Russell, a fairly new Model Railroader who had just transferred from Dartmouth College, decided to make the ultimate hack: an interactive game. l8 Forgotten Fathers Russell, a short, nervous kid, was fairly new to the club. He spoke quietly, wore glasses, and had curly hair. Though not a senior member of the club, Russell had earned the other club members’ respect by helping a professor implement a computer language called “LISP.” Despite his nickname, “Slug,” Russell was intensely smart and energetic. He was an avid reader of “B-grade” science fiction. He particularly loved Doc Savage, a Flash Gordon—like character. Reflecting that passion, Russell deter¬ mined to set his interactive hack in outer space. He told the other club members about his plans and generated more than a little excitement. There was one problem, however. Russell needed motivating. Over the next few months, fellow club members would ask about his progress and be¬ come frustrated. They complained that he was wasting time. In the end, Alan Kotok, a more senior member of theTMRC, had to push Russell into finish¬ ing his work. When Russell told Kotok that he needed a sine-cosine routine to get started, Kotok went directly to Digital Equipment, the PDP’s manufac¬ turer, to get it. Eventually, Allen Kotok came to me and said, "Alright, here are the sine- cosine routines. Now what’s your excuse?” He’d gotten it out of the [Digital Equipment] users’ library. Since I had run out of excuses, I sat down and wrote the program to run two spaceships on the CRT, which you controlled with switches. The proto¬ type was completed in 1961 and the finished version in 1962. —Steve Russell It took Russell nearly six months and 200 hours to complete the first ver¬ sion of the game: a simple duel between rocket ships. Using toggle switches built into the PDP-1, players controlled the speed and direction of both ships and fired torpedoes at each other. Russell called his game Spacewar* * Some historians argue that Willy Higinbotham, a scientist at the Brookhaven National Laboratory, actually invented the first game. In 1958, Higinbotham programmed an oscilloscope to play an interactive tennis game. While this appears to be the first interactive game, it is an isolated instance. Apparently, neither Steven Russell nor Ralph Baer were aware of the existence of Higinbotham’s game. Forgotten Fathers 19 It was a two-player game; there wasn’t enough computing power available to do a decent opponent. I was the first person to not make money on a two- player computer game. They [the rockets] were rather crude cartoons. But one of them was curvy like a Buck Rogers 1930s spaceship. And the other one was very straight and long and thin like a Redstone rocket. They were commonly called the Needle and the Wedge. Except for the pacing, Spacewar was essentially like the game Asteroids. The spaceship controls were four switches. One let you rotate counterclock¬ wise, another was for rotating clockwise, one fired your rocket for thrust, and the last one fired your torpedoes. The basic version used switches on the console, and your elbows got very tired. —Steve Russell In typical hacker fashion, TMRC members revised Spacewar. Some of these additions improved the game so much that they became integral elements. By the time Spacewar was finished, Russell’s simple game had an accurate map of the stars in the background and a sun with an accurate gravitational field in the foreground. I started out with a little prototype that just flew the spaceships around. Pete Sampson added a program called Expensive Planetarium that displayed stars as a background. Dan Edwards did some very clever stuff to get enough time so that we could compute the influence of gravity on the spaceships. The final version of that was done in the spring of 1962. —Steve Russell Battles took place around Edwards’s sun. The best players learned how to accelerate into the sun’s gravitational field, loop around, and catch slower opponents off guard. Hovering too close or flying into the sun meant death. Another hacker added a hyperspace button. When trapped by an opponent, players could hit the button and disappear. The risk was that you never knew where your rocket would reappear. You could reappear safely across the screen, but you were just as likely to appear too close to the sun to save your rocket. 20 Forgotten Fathers To add a touch of realism, Russell originally made his torpedoes unpre¬ dictable. Most flew straight, but some strayed. Judging players’ reactions, he later recanted, replacing realism with dependability. His final version of the game had straight-flying torpedoes. Beyond these touches, Russell’s primary vision of an outer-space torpedo duel remained intact. Along with creating the first computer game, the members of the TMRC invented another first in electronic entertainment. Tired of sore elbows, Alan Kotok and Bob Sanders scrounged parts from the TMRC and assembled re¬ mote controllers that could be wired into the computer. These remotes were easier to use than the PDP-l’s native controls since they had dedicated switches for every Spacewar function, including hyperspace buttons. This was the fore¬ runner to the gamepad. Though Russell’s amazing hack created a sensation throughout MIT, he never made a penny from it. PDP computers were not a consumer commod¬ ity, particularly not arcade machines. “We thought about trying to make money off it for two or three days but concluded that there wasn’t a way that it could be done,” says Russell. Eventually, Digital Equipment began using Spacewar as a diagnostic program for testing equipment. In effect, PDP buyers got the game free. Steve Russell never graduated from college. He followed a professor to Stanford University and eventually moved into the private sector. In the 1970s, he met another legendary computer wizard. Steve Russell wound up years later in Seattle, working for a time-share com¬ puter company. They would bring in kids after school and have them pound on keyboards to see if they could make the computers crash. There was only one kid who could crash them no matter what they did. The kid was named Bill Cates. There’s just this interesting little intersection of worlds that I just thought was a really fascinating thing. —Tom Zito, president, Digital Pictures Spacewar was the first computer game. Steve Russell made no attempt to copyright his work or to collect royalties from it. He was a hacker and had created his game to show that it could be done. Forgotten Fathers 21 The people behind the creation of the first video game did not share the Tech Model Railroad Club’s utopian vision. Their capitalistic vision held up better in the courts of law. The Father of Home Video Games I reported to the executive V.P. He knew what was going on. And he keeps asking me, "Baer, are you still screwing around with that stuff [video games]?” During the first couple of years and later on, I was subjected to his remarks like, "Stop wasting our money.” When the millions started coming in, everybody remembered how sup¬ portive they had been of the project. —Ralph Baer, former manager of Equipment Design Division, Sanders Associates The first video game was created by engineers at Sanders Associates, a New Hampshire-based defense contractor. Like many large contractors, Sanders had its share of sensitive and top-secret activities. But in 1967, some of the noises coming out of one Sanders research lab had many people wondering what was going on. For three months there were guitar sounds coming out of the little room on the fifth floor. It sparked all kinds of rumors. This is a military electronics company. Everything is classified. You don’t walk in and out of any place without having either a key card or keys. And here’s this room with guitar sounds coming out. All sorts of rumors started floating around about what we were doing in there. —Ralph Baer The Equipment Design Division of Sanders was led by a stern and meticu¬ lous engineer named Ralph Baer; a man with a background in radio and television design who had been with the company for more than ten years. 22 Forgotten Fathers Baer was born in Germany eleven years before Adolph Hitler took power in 1933, and he was largely self-educated. Being Jewish, he was kicked out of school at age fourteen. Two years later, his family moved to America, where he eventually took a correspondence course in radio and television servicing from the National Radio Institute. Baer had a knack for realizing positive results from unlucky turns of fate. After joining the army in World War II, he studied algebra while stationed in England. One day, after a long study session “in the English mud,” Baer was diagnosed with pneumonia. Three days after he entered the hospital, the rest of his platoon was sent to invade Normandy. He jokes that Algebra II saved his “collectives.” A year after he returned from the war, Baer enrolled at the American Tele¬ vision Institute of Technology in Chicago. It was his first formal education since being denied schooling in Germany. After graduating with a bachelor’s degree in television engineering, he took a job with a small defense contracting firm, turning down an offer from CBS because the salary from the defense contractor paid five dollars more per week. Baer quickly developed a solid reputation. When Sanders hired him in 1955, it was to manage a design department with a staff of 200. By 1960, the staff had expanded to 500. Baer spent more than 30 years at Sanders. The first 15 years were dedicated to military projects. During this time, he weaned himself from vacuum tubes and began working on transistor technology and early microprocessors. Among Ralph Baer’s best attributes as an engineer was his methodical re¬ cording of every step of the inventing process. From the moment he began fleshing out new designs, Baer recorded the entire process, dated it, and filed it away. Because of his meticulous note-keeping, he knows exactly when and where he first got the idea to make games that could be played on a television. I’m sitting around the East Side Bus Terminal during a business trip to New York, thinking about what you can do with a TV set other than tuning in channels you don’t want. And I came up with the concept of doing games, building something for $19.95. This was 1966, in August. Now you’ve got to remember, I’m a division manager, i have a $7 or $8 million direct labor payroll. I can put a couple of guys on the bench who can Forgotten Fathers 23 work on something. Nobody needs to know. Doesn’t even ripple my over¬ head. And that’s how I started. —Ralph Baer The first man Baer allocated to game design was Bill Harrison. Once the concepts were roughed out, Harrison, well versed in transistor-circuit engi¬ neering, did most of the implementation. Baer describes Harrison as a young, talented technician who had educated himself on the workings of television sets by assembling a Heath Kit television set. In his younger days, Baer was extremely austere or, as he later described himself, “uptight.” Working with Harrison, he created early video games us¬ ing a crude mechanism for transferring images onto the television screen. Their game designs, however, lacked entertainment value. The first toy they made was a lever that players pumped furiously to change the color of a box on a television screen from red to blue. Though Baer would later prove to be an excellent electronic toy and game designer, in the beginning his work was more about engineering than game design. When he first presented his invention to the executive board, including the company founder Royden Sanders, most of the executives felt that Baer was wasting the company’s time. Some suggested that Baer shelve the project. Others wanted to pull the plug on it entirely. My boss came up to play with our rifle; we had a plastic rifle by then. And he used to shoot at the target spot [on a television screen] from the hip. He was pretty good at it, and that kind of got his attention. We got more friendly. And it kept the project alive. —Ralph Baer In 1967, Baer added another member to the team— Bill Rusch, who brought a needed understanding of fun and games. Bill Rusch was an engineer who worked for Herb Campman, the corporate IR8D director. I needed an engineer to work along with Harrison. I wanted 24 Forgotten Fathers two guys to work the problem, and Rusch came mostly because his boss didn’t want him. My biggest problem that summer was motivating Rusch. He’d come in at 10 or n am. and spend an hour talking; he was lazy and frustrating as hell. Rusch was an extremely creative and extremely lazy, hard-to-motivate guy. Brilliant. Also, he played really hep guitar. But it’s a good thing we had him, because he helped put us on the map. —Ralph Baer To keep Rusch productive, Baer allowed him to continue working on a project that involved playing guitar chords through a box that dropped the sounds an octave, changing the notes to the pitch of a bass guitar. With Rusch on board, the games began to take shape. Rusch made a game in which one player chases another player through a maze. The first ones were all two-person games. Baer’s game machine was not pow¬ erful enough to control objects or run any form of artificial intelligence. In May or June of 1967, Rusch suggested a new game in which a hard-wired logic circuit projected a spot flying across the screen. Originally, the object of the game was for players to catch the spot with manually controlled dots. Over time, the play¬ ers’ dots evolved into paddles, and the game became ping-pong. So here we had a respectable ping-pong game going, and it wasn’t long before we called it a hockey game. Remove the center bar, which we put up there to emulate the net, and now it’s a hockey game. We put a blue overlay for blue ice on top of the screen so it looked more like hockey. We later added a chroma signal to electronically generate the blue background. We always had three controls—vertical control for moving the paddles up and down, a horizontal control for moving the paddles from left to right (so you could move close to the net if you wanted to), and what we called an "English control,” which allowed us to put English on the ball while in flight. —Ralph Baer Sanders Associates had a rough time in the late 1960s, downsizing from 11,000 to 4,000 employees. As a military contractor, Sanders couldn’t suddenly Forgotten Fathers 2 $ go into the toy business, so Baer had to find a customer for his invention. He nearly licensed it to a cable company, but the depressed state of the cable in¬ dustry prevented the deal from ever taking shape. As a last resort, Baer urged his bosses to notify television manufacturers about the project. He had come up with the right audience. General Electric, the first TV manufacturer to evaluate Baer’s toy, showed some interest. Then came Ze¬ nith and Sylvania. Both GE and Sylvania returned for second evaluations. RCA almost bought into the project—contracts were written but never signed. In 1971, Magnavox hired a member of the RCA team that had nearly pur¬ chased the project. He then told other Magnavox executives about the television game he had seen at Sanders. Magnavox arranged for a demonstra¬ tion of the television game and immediately saw merit in the idea. After months of the team working out details, negotiations were completed and the contract was signed by the end of the year. Production started in the fall, and early units were shown at Magnavox dealerships in 1972. Magnavox called the finished product Odyssey. Magnavox did a really lousy engineering job—[they] over-engineered the ma¬ chine. Then they upped the price phenomenally so that the damn thing sold for $ioo. Here’s this thing I wanted to sell for $19.95 coming out at $100. Then in their advertising they showed it hooked up to Magnavox TV sets and gave everyone the impression that this thing only worked on Magnavox TV sets. —Ralph Baer While waiting for the Magnavox negotiations to finalize, Baer slipped into a deep depression. The military contracting industry was undergoing difficult times. Burdened both by Sanders Associates’ troubled financial state and doubts about the value of his invention, Baer wondered if perhaps his bosses at Sand¬ ers were correct and he had wasted the company’s time and resources. After helping Magnavox set up an Odyssey engineering group, Baer re¬ turned to New Hampshire. He went back to working on military projects. This was after the layoffs, and few of Baer’s friends remained with Sanders. During this period, he checked into a local hospital for an operation he had been putting off. 26 Forgotten Fathers So I decided I was going to have my back operated on. I just wanted to get away from things. I went to the hospital. While I’m in the hospital, the first $100,000 comes in from the Magnavox license. And it was like somebody sticking the key in my motor and turning on the engine. My depression dis¬ appeared overnight. —Ralph Baer Ralph Baer and Steve Russell never met socially. They would, however, meet on opposite sides of some very important litigation. Russell, who never filed for a copyright or patent, would become the symbol for those trying to break into the business. Baer, whose employers jealously guarded all of his patents, would become the spokesman for people trying to protect their in¬ tellectual property rights. Russell and Baer are the forgotten fathers of the industry. Because Steve Russell’s game ran only on extremely expensive computers, it had no practi¬ cal application. Outrageously priced and poorly advertised, Ralph Baer’s game machine might also have gone unnoticed. But in 1972, the year Magnavox finally released Odyssey, another, rather similar, machine was about to change the way America played games. Fai f the Industry Nolan at one point decided, as only Nolan can, that he wanted to run for the House of Representatives. And the way that Nolan’s mind works, he decided that if he wanted to be a congressman, he’d better buy a house in Washington, D.C. —Tom Zito, former reporter, the Washington Post 28 Father of the Industry he son of a small-town cement contractor, he became a citizen of the world. A critic once called him “the smartest man who ever walked the earth,” but a close friend describes him as having “the attention span of a golden re¬ triever.” He is Nolan Bushnell, an electrical engineer and inventor whose only true invention is a $16-billion industry. Nolan Bushnell was born a Mormon in Clearfield, Utah, in 1943. Though he left both Mormonism and Utah behind early in life, he still speaks warmly of both. Bushnell has eight children. The rest of the country would call this a large family, but in the intensely Mormon town of Clearfield, Utah, the Bushnells would fit right in. Bushnell’s father died in the summer of 1958, leaving behind several unfin¬ ished construction jobs. Whether driven by youthful bravado or a sense of responsibility, 15-year-old Nolan, who already stood over six feet tall, fulfilled the contracts himself. “When you do something like that as a 15-year-old, you begin to believe you can do anything,” says Bushnell. Throughout his life, Bushnell demonstrated his love of ideas. In high school, he was a champion debater and studied philosophy as a hobby. He also dem¬ onstrated a deep-seated need for fun. As a teenager he strung electric lights along a kite and fooled neighbors into thinking it was a UFO. He stopped col¬ lege roommates from using his toiletries by putting a deodorant label on a can of green spray paint. According to Bushnell, one rather unaware student painted both underarms before realizing he’d been duped. In 1962, Bushnell enrolled in the University of Utah. As a freshman, he wrote a term paper stating his philosophy for an interesting existence: it expressed a constant need for change and a wanderlust that would punctuate his life. I said [in the term paper] that a bright person should be able to fundamen¬ tally master any discipline in three years—mastery meaning to hit the 90-percentile level. To become a truly immersed master, if you would, you could spend the rest of your life on the last io percent. But I felt that I wanted to be constantly on that 90 percent curve, which required me to keep chang¬ ing venues. The way to have an interesting life is to stay on the steep part of the learn¬ ing curve. Nolan Bushnell Fattier of the Industry 29 Bushnell describes himself as having received “two educations.” After los¬ ing his tuition money in a poker game, he took a job running arcade games at Lagoon, an amusement park located north of Salt Lake City. Bushnell worked full time during the summer. During the slower spring and fall seasons, he worked weekends. He began on the midway, talking people into trying to knock down milk bottles with a baseball at a quarter a shot. According to Bushnell, stacking bottles was the least important part of the job. The real trick was attracting players. The job taught him lessons he’d use the rest of his life. Remember I started out on the midway, selling balls to knock milk bottles over. So I’d say, "Come on over.” If I got you to take one of my baseballs and give me a quarter, I was doing my job. I always said that I was doing the same thing with Pong, only I was put¬ ting myself in the box. The things I had learned about getting you to spend a quarter on me in one of my midway games, I put those sales pitches in my automated box. —Nolan Bushnell Eventually, he moved from the midway to an in-park pinball and electro¬ mechanical game arcade. There he watched customers play games like Chicago Coin Speedway. He helped maintain the machinery and learned how it worked. Most important, he further honed his understanding of how the game busi¬ ness operates. Though he majored in engineering, Bushnell divided his academic career among many interests, with special emphasis on philosophy. He eventually discovered the computer lab. By this time, the University of Utah had emerged as one of the top schools for computer science. Led by Professor David Evans, who worked with ex- Harvard professor Ivan Sutherland to build a head-mounted virtual reality display in 1968, the Computer Science Department had some of the best equip¬ ment in the country. In the late 1960s, if you wanted to connect a computer up to a telephone or to a video screen, you only did it four places in the world or in the known uni- 30 Father of the Industry verse: the University of Utah, MIT, a college in Minnesota, or Stanford. And it was just serendipity that I went to school there. —Nolan Bushnell As an undergraduate, Bushnell had only limited access to the computer lab. He was determined to explore, however, and eventually befriended some of the teaching assistants. In the end, Bushnell would become a regular, spend¬ ing many late nights in the lab. He learned to program in FORTRAN and Gotran, two of the earliest computer languages. Bushnell also learned about computer games. His favorite was Spacewar, Steve Russell’s pioneering two-man combat game. Bushnell played it incessantly. He also created some games of his own. Naturally charismatic, Bushnell talked senior students into helping him. He made computerized Tic Tac Toe and 3-D Tic Tac Toe. But his best creation was a game called Fox and Geese. Fox and Geese was a very primitive game in which there were, it was either four or six Xs, which represented the geese, and one 0 , which was the fox. And if the geese completely surrounded the fox, they could kill it. But if the fox got any of the geese off by himself, he could kill the geese. So the idea was to have three geese touch the fox at the same time. And they were actually run by the computer. They had a very simple algorithm: They looked to see whether the fox was to the left of them or to the right, and they’d click one space toward that side in both the X and Y. So they’d con¬ stantly be converging on him. You were driving the fox around, trying to go after the goose and isolate it. —Nolan Bushnell Though the students at the University of Utah teamed up to write seven computer games, Spacewar remained Bushnell’s favorite. He continued his late- night Spacewar sessions all the way through school. By the time he graduated in 1968, he had committed the game and its many nuances to memory. In 1969, a northern California engineering firm, Ampex Corporation, hired Bushnell as a research-design engineer for an annual salary of $10,000. He de¬ scribes his first project as a “high-speed digital type recording system.” He Fate of the Industry 3 ! worked on the system for eighteen months before his wanderlust struck. For his life to be interesting again, he needed to slip back into “the steep part of the learning curve.” Bushnell saw himself as a stifled entrepreneur. He had ideas, talent, and ambition. Looking back on “both” of his educations, he decided to combine engineering and arcade games. In his typically strong entrepreneurial fash¬ ion, he turned his daughter’s bedroom into a workshop. For the next few months, two-year-old Britta Bushnell slept in the living room while her fa¬ ther made a coin-operated version of Steve Russell’s computer game, Spacewar. Bushnell originally tried to build his game using a new and inexpensive Texas Instruments minicomputer but found that it was too costly and lacked the processing power to run a compelling game. The spaceships were shape¬ less and the game moved too slowly. Undaunted, Bushnell found a way to improvise. Instead of building a gen¬ eral-purpose computer, he designed a specialized device capable of only one thing—playing his game. As an Ampex engineer, Bushnell was able to get most of the parts he needed free. Ampex had a policy that for hobbies, they’d give you the parts. Everybody called them "G-jobs.” As long as it wasn’t excessive... . they were just 15 or 20 cent items. And the ones Ampex didn’t have, I got from Marshall Electronics. Every engineer ends up having friends who are salespeople—salespeople all have samples. So you just work your friend network and say, "Can you give me some of these? I’m working a new thing and I’ll give you the order if it works." —Nolan Bushnell It worked. Though it lacked the crisp graphics Russell had created on the $120,000 PDP-1, Bushnell’s Computer Space retained all of the basic play value. It had the star and gravity field, the hyperspace jump, and the same outer-space physics. Even Steve Russell would have appreciated Bushnell’s brilliant hack. Once he created the circuit board, Bushnell found other ways to save money. He went to Goodwill and bought an old black and white television 32 Father of the Industry for a monitor. The coin-drop emptied quarters into an empty paint thinner can. Since the coin-operated video-game industry did not exist, and most of the electromechanical amusement industry was in faraway Chicago, Bushnell had to invent solutions constantly. Having created a working prototype of his game, Bushnell now looked for a partner to help manufacture it. He found that partner in Bill Nutting, founder of Nutting Associates. Nutting, who had already begun dabbling in the coin-op business, hired Bushnell and licensed his game. We got Computer Space going and got a deal with Nutting. Nutting said they’d build it for us, but they had no expertise. They wanted me to join the company as chief engineer, and I agreed because Nutting had a couple of projects that they needed me to do. So I worked on their projects during the day and finished up Computer Space at night and on weekends. That’s how I maintained my rights to things. And they actually later on tried to litigate and said they had a shop right and video game patents. —Nolan Bushnell Nutting Associates was owned by Bill Nutting, who had had a successful machine called Computer Quiz. It was one of the very first, if not the first, solid-state amusement machines ever developed. It came out probably around 1970. Computer Quiz was a trivia game, simple as that. But what’s interesting is that Bill Nutting had a brother, Dave—they started out in the business together but had an argument that ended with them splitting up. Bill Nutting had Nutting Associates and Dave Nutting started Nutting Industries. Bill Nutting made Computer Space and Dave Nutting made I.Q. Computer Quiz. —Eddie Adlum Always aware of the importance of presentation, Bushnell put special em¬ phasis on creating an elaborate futuristic cabinet to hold his game. In his mind, the cabinet would be the huckster convincing people that they wanted to play—the same job he’d performed on the midway at the amusement park. Father of the Industry 33 He ended up sculpting a cabinet with rounded corners out of modeling clay. Engineers at Nutting molded the final version out of fiberglass. Because of its complex game play, Computer Spacehad pages of instructions explaining how to maneuver ships, steer clear of gravity, and jump into hy¬ perspace. Nutting used the Dutch Goose, a bar just off the Stanford University campus, as a test site. No one in the bar had ever seen such a thing. Although Computer Space attracted some curious stares, it did not attract many players. Whether he had succumbed to Bushnell’s salesmanship or simply believed in the project, Bill Nutting went on to make 1,500 Computer Space machines. Bushnell personally demonstrated the game to coin-op distributors at the 1971 Music Operators Association* convention in Chicago. It was called Computer Space, and I saw it in 1971 at the MOA show in Chi¬ cago. As a reporter for Cash Box [a vending machine trade publication], I was strolling up and down the aisles where the machines were exhibited, with my camera and notepad. I ran into a great big, long, skinny hiker indi¬ vidual who appeared summarily to be known as Nolan Bushnell, who worked for a company named Nutting Associates. Nolan was hired on at Nutting Associates to fool around developing a game that had a television monitor in it. In those days the general public didn’t call them monitors, they called them TV tubes. Nolan came up with a game called Computer Space. It was a wonderful try that went absolutely nowhere. It had a bizarre sculpted fiberglass cabi¬ net, hourglass shape, lots of curves. I never played the game. All I can remember is that Nolan Bushnell was about the most excited person I’ve ever seen over the age of six when it came to describing a new game, describing it so much that I was backing up, trying to get away, while he was talking. —Eddie Adlum The music operators at the convention saw little potential in Computer Space, and very few of them bought machines at the show. In the end, the game * The Music Operators Association was later renamed the Amusement and Music Opera¬ tors Association (AMOA), to reflect the importance of video games to the industry. 34 Father ofthe Industry turned into a marginally expensive gamble for Nutting. The company didn’t sell all of the original 1,500 machines and never built more.* Computer Space pulled in huge amounts of quarters at the Dutch Goose. But it would earn almost no money in a workingman’s bar. The Dutch Goose is really a Stanford University hangout... . Computer Space obeys the first law—maintenance of momentum. [Bushnell is probably referring to Sir Isaac Newton’s first law—objects maintain con¬ stant velocity unless acted upon by an external force. ] And so that was really hard for people who didn’t understand that. —Nolan Bushnell Bushnell admits that the instructions were too complex: “Nobody wants to read an encyclopedia to play a game.” He also blames Nutting for market¬ ing the game badly. Nutting was literally about to go bankrupt. I mean, they really had some problems. And it [ComputerSpace] did okay, but it really didn’t do nearly as well as it could have. Companies that are in trouble... when you get inside them, you figure out why they’re in trouble. In some ways it was a blessing to have worked for Nutting. It didn’t take very long to figure out I couldn’t possibly screw things up more than these guys had. Seeing their mistakes gave me a lot of confidence in my ability to do better on my own. —Nolan Bushnell After the failure of Computer Space, Bushnell decided to start his own com¬ pany. He formed a three-way partnership with Ted Dabney, an Ampex engineer he’d brought to Nutting Associates, and Larry Bryan, also from Ampex. Each partner agreed to contribute $250. Bryan later dropped out of the partnership before contributing his money. * Arcade historian Keith Feinstein located sales and shipping documents proving that Nutting Associates began shipping Computer Space in 1971. Father of the Industry 35 The company’s first step was to select a name. Looking through a dictio¬ nary, Bryan came up with Syzygy, a word describing the straight-line configuration of three celestial bodies—a solar eclipse is the syzygy of the earth, moon, and sun. When Bushnell applied for the name, the state of California responded that it was already in use. “A candle company already had it. They were sort of a hippie commune in Mendocino. We subsequently tried to find it out of curiosity. I think it had gone defunct by that time. I never did find it.” Because he could not use Syzygy, Bushnell turned to a word from the Japa¬ nese strategy game Go. He chose the rough equivalent of the chess term “check,” naming his company Atari. And The liei IN s F m There were perhaps only five important game manufacturers and five pool table manu¬ facturers and four jukebox manufacturers, and for all intents and purposes, that was the manufacturing side of the amusement machine business. It stayed that way for quite some time—until 1972. In 1972, Nolan Bushnell, a rather clever electronics engineer from Northern California, adapted Ralph Baer’s Magnavox toy for playing ping-pong on the television screen into a coin machine. As the world knows, he called it Pong. —Eddie Adlum My kid came home from school one day and said that Nolan BushnelPs daughter told the teacher that her father invented Pong. Well, I told him to go to Nolan’s daughter and say, "If your daddy invented Pong, how come he had to ask my daddy to come fix his ma¬ chine when it broke down?” —Al Alcorn, former "sort of” vice president of engineering, Atari Corporation j8 And Then There Was Pong | n 1972, President Richard Nixon had all but locked up his re-election by I visiting the People’s Republic of China and the Soviet Union; the Supreme Court deemed the death penalty cruel and unusual punishment and ruled it unconstitutional; and an investigation by White House counsel John Dean found the Nixon administration innocent of any involvement in the at¬ tempted burglary of the Democratic Party headquarters in the Watergate apartment complex. The Dow Jones Industrial Average hit 1000 points for the first time on No¬ vember 14, 1972, and the economy looked brighter than it had in five years. Along with a healthy economy came thousands of start-up companies. On June 27, 1972, Nolan Bushnell and Ted Dabney applied to have Atari incorporated. They founded their company with an initial investment of $250 each. Within ten years, Atari would grow into a $2-billion-a-year entertain¬ ment giant, making it the fastest-growing company in U.S. history. Atari’s first office was located in a Santa Clara industrial zone—a crude 1,000-square-foot space in an inexpensive concrete building, made to house start-up companies. These were lean times for the company. It existed on a few small contracts and the limited royalties Bushnell received from Com¬ puter Space. Bally, now a very successful pinball and slot machine manufacturer, be¬ came one of Atari’s first customers, signing a limited contract for Bushnell to develop new extra-wide pinball machines. Bushnell also continued working on a multiplayer version of Computer Space, which he hoped to sell to his old employers at Nutting Associates. We had a 2,ooo-square-foot facility. This was the original garage shop—you know, one of those places with a roll-up door, one office, and a bathroom. It had sort of a little reception area, and part of our requirement to the land¬ lords was that they put in another office. That was Ted’s lab. Incubator facilities like that are unique to California. They’re cheap and they’re made cheap because . . . what they really want you to do, and what Cole Properties, the ones that were running the building wanted, was to sign us for a long lease. Eighty percent of the companies [that sign up] don’t grow or stay there for a long time until the lease is out. But some companies get really big And Then There Was Ponj 39 quickly. And they’ll say, oh, we’ll let you out of the lease. You can just roll it into one of our other properties. —Nolan Bushnell To create a steadier income base, Bushnell and Dabney started a pinball route that included a local bar, some coffee shops, and the Student Union building at Stanford University. Because they could buy the pinball machines cheaply and knew how to maintain them, the route became a profitable asset. It eventually became so lucrative, in fact, that when Dabney left the com¬ pany, he accepted the route as part of his settlement. The first full-time employee of Atari Corporation was Cynthia Villanueva, a 17-year-old who used to baby-sit Bushnell’s children. She needed a summer job so Bushnell hired her as a receptionist. He instructed her to “put on the show,” giving callers the impression that Atari was an established organiza¬ tion rather than a start-up company with more owners than employees. Nolan didn’t want to answer the phone, he wanted to have somebody else answer it. So he hired a secretary, Cynthia. And when someone would call [she would make them wait and yell], "It's for you Nolan.” We'd wait a cer¬ tain amount of time to make it sound like it was a bigger company, you know it would take longer to go get him. —Al Alcorn Villanueva’s responsibilities did not stop with answering telephones. Be¬ cause of the company’s limited budget, she was called upon to do everything from running errands to building electronic components and placing parts in cabinets. She stayed with Atari for more than a decade, remaining long after Bushnell and Dabney left. Atari’s second employee was a young engineer named Al Alcorn, whom Ted Dabney first met while working at Ampex. Alcorn had just completed a work-study program that allowed him to work summers at Ampex while finishing his engineering degree at Cal-Berkeley. Short and sturdy, Alcorn was once a member of the same all-city high- school football team as O. J. Simpson. He was naturally gifted when it came to 40 And Then There Was P 0115 electronics and had learned how to repair televisions by taking an RCA corre¬ spondence course in high school. When he got to college, Alcorn paid for his education by working in a television repair shop. When Alcorn finished his degree, he found the job market weakening and was hired by Ampex. The company was going through rough times and had a round of layoffs when Nolan Bushnell offered him a job working for Atari. Alcorn agreed to move. Nolan hired me when Ampex was going through some setbacks. He offered me a job as the VP of engineering or sort of, VP of R 8 D or whatever title it was of this company called Syzygy. He offered me $1,000 a month and a chance to own stock in the company. The stock was worthless; most start-up companies fail anyway. I had actu¬ ally been making a little bit more than that, but I figured what the heck. Nolan had a company car. This was a concept I’d never thought of before or conceived of. It was an Oldsmobile station wagon, but like, wow, you can drive a car that isn't even yours and don’t have to pay for it. What a concept! —Al Alcorn Simply an Exercise Shortly after hiring Alcorn, Bushnell gave him his first project. Bushnell re¬ vealed that he had just signed a contract with General Electric to design a home electronic game based on ping-pong. The game should be very simple to play—“one ball, two paddles, and a score.... Nothing else on the screen.” Bushnell had made up the entire story. He had not signed a contract or even entered into any discussions with General Electric. In truth, Bushnell wanted to get Alcorn familiar with the process of making games while he designed a more substantial project. Bushnell had recently sold Bally execu¬ tives on a concept for an outer-space game that combined the true-life physics of Computer Space with a race track. I found out later this was simply an exercise that Nolan gave me because it was the simplest game that he could think of. He didn’t think it had any play And Then There Was Pon^f 4 1 value. He believed that the next winning game was going to be something more complex than Computer Space, not something simpler. Nolan didn’t want to tell me that because it wouldn’t motivate me to try hard. He was just going to dispose of it anyway. —Al Alcorn From his tenure at Ampex, Alcorn was already familiar with the transis- tor-to-transistor logic (TTL) involved in creating electronic games. He tried to work from the schematic diagrams that Bushnell had drawn while design¬ ing Computer Space but found them illegible. In the end, Alcorn had to create his own design, based on what he knew about Bushnell’s inventions and his own understanding of TTL. As he worked, Alcorn added enhancements that Bushnell had never envi¬ sioned. He replaced the expensive components with much less expensive parts. Bushnell’s original vision included paddles that simply batted the ball in the direction it had come from. Feeling that this was inadequate, Alcorn devised a way to add English to the game and aim the ball with the paddles. Instead of using solid lines to represent paddles, Alcorn broke the paddles into eight segments. If the ball hit the two center segments of the paddle, it flew straight back at a 180-degree angle. If the ball hit the next segments, it ricocheted off at a shallow angle. Hitting the ball with the outer edges of the paddle would send the ball back at a 45-degree angle. Alcorn also added ball acceleration. The original game simply buzzed along at the same speed until someone finally missed the ball. Alcorn found the game dull and thought that speeding the ball during extended rallies might lend some excitement. He wrote the game so that after the ball had been hit a certain number of times, it would automatically fly faster. A certain mythology has arisen about the creation of Pong. People have writ¬ ten about the meticulous effort that went into creating the resonant pong-sound that occurred whenever the ball struck a paddle. According to Alcorn, that sound was a lucky accident. Here I was developing this thing and feeling kind of frustrated because it already had too many parts in it to be a successful consumer product. So I 42 And Then There Was Pon? felt like I was failing, and Nolan didn't mention that the game had come off better than he’d expected. Now the issue of sound . . . People have talked about the sound, and I’ve seen articles written about how intelligently the sound was done and how appropriate the sound was. The truth is, I was running out of parts on the board. Nolan wanted the roar of a crowd of thousands—the approving roar of cheering people when you made a point. Ted Dabney told me to make a boo and a hiss when you lost a point, because for every winner there’s a loser. I said, "Screw it, I don’t know how to make any one of those sounds. I don’t have enough parts anyhow. ” Since I had the wire wrapped on the scope, I poked around the sync generator to find an appropriate frequency or a tone. So those sounds were done in a half a day. They were the sounds that were already in the machine. —Al Alcorn played more like squash than ping-pong. Thanks to Alcorn’s segmented paddle, it had become a game of angles, in which banking shots against walls was an important strategy. Players controlled inch-long white lines that rep¬ resented racquets, which they used to bat the small white square that represented the ball. The background was black. The game was streamed through a $75 Hitachi black-and-white television that Alcorn picked up at a nearby Payless store. He set the television in a four- foot tall wooden cabinet that looked vaguely like a mailbox. Since the printed circuit boards hadn’t been made, Alcorn had to hard-wire everything him¬ self. The inside of the cabinet had hundreds of wires soldered into small boards and looked like the back of a telephone-operator’s switchboard. It took Alcorn nearly three months to build a working prototype. His fin¬ ished project surprised Bushnell and Dabney. Instead of giving them an interesting exercise, Alcorn had created a fun game that became their flagship product. Bushnell named the game Pong and made a few changes, including adding a bread pan for collecting quarters and an instruction card that read simply, “Avoid missing ball for high score.” To test the game’s marketability, Bushnell and Alcorn installed it in a location along the Atari pinball route. And Then There Was Pon? 43 Our initial idea was to go into business as a contract design firm and sell our ideas to others for licensing. We had a contract with Bally to design a video game for them, and we saw it as being a big, pretty long project. So I had Al do this Pong game, this ping-pong game. And, dammit, it was fun. We tweaked it a little and it was more fun, and we thought to ourselves, we’ll get Bally to take this. We’ll complete our contract way, way, way ahead of schedule and life will be happy in the Valley. So I took Pong and offered it to Bally. I said, "Hey, you know we con¬ tracted to do a driving game but we got this game instead. Do you want this instead? Will this fill our contract for you?” They played it and said, "This is kind of fun, but it requires two players and if a guy’s there all by himself he can’t play it.” And I said, "Well, we could probably put a one playerversion in.” I sold them pretty hard. —Nolan Bushnell Andy Capp’s was a peanut-shell-on-the-floor beer bar in Sunnyvale, California. It was nothing special, other than it had a game room in the back that was larger than any that you would see in a bar at that point in time. —Nolan Bushnell Once, when feeling particularly generous, Bushnell described Andy Capp’s Tavern, the location where Atari first tested Pong, as a “rustic location.” It was a shabby bar located in Sunnyvale, a much smaller town in the pre—high technology days of the early 1970s. Alcorn, who visited the bar while running the pinball route, remembers it as having four or five pinball machines, a juke¬ box, and a Computer Space machine. They installed the prototype in late September 1972. We put it [the Pong prototype] on a barrel. He had old wine barrels to use as tables and we just put it on top of the table. It wasn’t even a full size. Nolan Bushnell 44 And Then There Was Pong Nolan and I sat there the first night and watched people play, and here’s the scene. We’re sitting there with a couple of beers, and a young man goes up and plays Computer Space while his friend plays Pong. While we’re watch¬ ing, the first guy goes over and tries Pong with his friend. We went over to him afterward and asked, "Well, what did you think of that machine?” And the guy says, "Oh, it’s a great machine. You know, I know the guys who designed it.” "Really! What are they like?” So [he tells us] this whole bullshit story. I think he was practicing a line for picking up babes. —Al Alcorn One of the legends of video games is that two days after installing Pong in Andy Capp’s Tavern, Alcorn got an angry late-night call from Bill Gattis, the tavern manager. According to the story, the machine had stopped working and Gattis wanted it hauled out of his bar. In truth, Alcorn received the call from Gattis two weeks after installing the machine. It was a friendly call in which the bartender suggested that they fix the machine quickly, since it had developed quite a following. Alcorn fre¬ quently visited Andy Capp’s while making maintenance runs on Atari’s pinball route. He and Bushnell had selected the bar as a good test site because Gattis had always been cooperative. He said to me, "Al, this is the weirdest thing. When I opened the bar this morning, there were two or three people at the door waiting to get in. They walked in and played that machine. They didn’t buy anything. I’ve never seen anything like this before.” I went to fix the machine, not knowing what to expect. I opened the coin box to give myself a free game and low and behold, this money gushed out. I grabbed handfuls of it, put it in my pockets, gave the manager my busi¬ ness card, and said, "Next time this happens, you call me at home right away. I can always fix this one.” ■Al Alcorn And Then There Was Ponj 45 Nolan Bushnell left for Chicago to visit a couple of pinball manufacturers a few days before Alcorn received the call from Andy Capp’s Tavern. He had brought a portable Pong game to demonstrate to executives at Bally and Mid¬ way. Though Bushnell already had an inkling that Pong was doing good business at the test site, he had no idea how well it had done. When he re¬ turned, an excited Al Alcorn told him that the machine at Andy Capp’s Tavern had stopped working because the quarters had overflowed. The news struck Bushnell like a revelation. Surprised by Pong s success, Bushnell decided that he should manufacture the game .himself rather than sell it to an established game maker. The prob¬ lem was, he had discussed the game with executives at Bally and Midway and stirred up some interest. Now he had to find a way to steer them away from Pong while keeping the door open for future projects. In the end, Bushnell played one side against the other. Nolan decided he didn’t really want Bally to take Pong because he knew it was too good. So he met with Bally and Midway and decided to tell Bally that the Midway guys didn’t want it. And so the Bally guys decided that they didn’t want it. Then he told the Midway guys that the Bally guys didn’t want it. He got them convinced that it was no good. [Once they heard Bally didn’t want it] it... didn't take much convincing. —Al Alcorn The Big Debate There are unanswered questions in the history of video games. One question involves Ralph Baer, the designer of the Magnavox Odyssey, and Nolan Bushnell. It is a question of ownership. In 1972, while Nutting Associates tried to market Computer Space as the be¬ ginning of a new generation of arcade games, Magnavox quietly circulated the Odyssey television game around the country in special demonstrations for dealers and distributors. Most demonstrations took place in private show¬ ings, but the new device was also displayed at a few trade shows. If6 And Then There Was Pong The first show began on May 3,1972, in Phoenix, Arizona. Three weeks later, Odyssey came to the San Francisco Bay area in a large trade show held in the town of Burlingame. According to Magnavox, a Nutting Associates employee named Nolan Bushnell attended the show on May 24. Depositions taken from Magnavox witnesses claimed that while at the show, Bushnell tested Odyssey. Some time after Atari began marketing Pong, in 1972, Magnavox took the California start-up to court. Pong, Magnavox argued, violated several of Baer’s patents. It infringed upon his patents for projecting electronic games on a television screen, and, more important, it infringed on his concept of elec¬ tronic ping-pong. What they’ve always alleged was that there was a meeting or a distributor show somewhere in the valley, and I should have, would have, could have been there. So it’s one of those pissing matches. —Nolan Bushnell Atari was up against a stacked deck. First of all, the methodical Ralph Baer considered filing for patents an integral part of the invention process. During his life, Baer was awarded more than seventy patents and was once named “inventor of the year” by the state of New York. Ffe documented everything. By comparison, Bushnell, with his haphazard style, allowed the mundane details of invention and legal filing to escape him. Even when he created sche¬ matics, like the one he had made for Computer Space, they were often illegible. More important, whether Bushnell attended the Magnavox show or missed it, there had been a show* Magnavox could prove that it had demonstrated Odyssey in Burlingame prior to the creation of Pong and even prior to the incorporation of Atari. Magnavox also had Baer’s patents and notes, all of which clearly predated Pong and Computer Space. Bushnell considered his options. Magnavox had more lawyers and re¬ sources than Atari could ever hope to afford. His attorney urged him to take the matter to court, claiming they would win; but when Bushnell asked how much it might cost, the lawyer thought the expenses could be as much * In later litigation, it was revealed that Bushnell not only attended the Burlingame show but also played the tennis game on Odyssey. And Then There Was Ponf 4J as $1.5 million—more money than Atari had to spend. Atari could not af¬ ford to fight, even if it won. In order for his company to survive, Bushnell had to find another alterna¬ tive. It came in the form of a settlement. Magnavox offered Bushnell a very inexpensive settlement proposal. Bushnell followed up by asking for special terms in the agreement. It was all settled outside and Nolan and Atari got extremely favorable terms. They paid very little. He got away with a very, very, very small licensing fee up front. Atari became a licensee under a prepaid arrangement. It paid some fixed sum, some ridiculous number like a few hundred grand. I don’t remember the details. But he [Nolan] had an extremely advantageous, nonburdensome license from us. And as far as we were concerned, that was the end of our problems with Atari. If anybody had had any inkling of what was going to happen to this busi¬ ness at Atari, they would never have gotten those terms. —Ralph Baer Bushnell played the legal action like a chess game. In exchange for settling, Atari became Magnavox’s sole licensee. By this time other companies had be¬ gun making similar games. While Atari had already paid its licensing fees, future competitors would have to pay stiff royalties to Magnavox. In several later litigations, Magnavox zealously prosecuted all violators. Magnavox said, "For $700,000 we’ll give you a paid-up license.” And Nolan said, wisely, "You got it.” So we had a paid license and everybody else had to pay royalties. That was negotiated in June of 1976, a very key date. It was a week before the consumer electronics show opened, and one of the caveats of that agree¬ ment was that Magnavox got the rights to any product we came up with in the next 365 days. Anything we released. So we said at one point, we’re not going to release any consumer prod¬ ucts for a year; we’ll release them at the next CES [Consumer Electronics Show]. That was the only time we ever kept our mouths shut about a product, and it 48 And Then There Was Pong was funny because when the Magnavox attorneys came by to analyze our stuff, we had Steve Bristow show them around. Bristow knew nothing about the consumer stuff—the stuff that Magnavox wanted. —Al Alcorn I helped negotiate that deal. We paid so little money, and yet we agreed that they would go after, as part of the settlement, all our other competitors. Well, we were the dominant people, and all of a sudden Magnavox said, "We’ll help, we’ll give you a sweetheart deal, and we’ll beat up on everybody else.” —Nolan Bushnell With the settlement signed, the case never went to court. Bushnell and Baer met in Chicago, on the steps of a courthouse, the day that settlement was sealed. Baer remembered being introduced to Bushnell and shaking hands. They exchanged pleasantries, then went in different directions. Over the years, Bushnell became a national celebrity as the “father of video games.” In the late 1970s, as he prepared to retire, Ralph Baer finally told his story to the press. I finally got tired of being a shrinking lily and I started tooting my horn a little bit. But it didn’t have any financial effect because it was all over by then. I also didn’t open up my mouth, didn’t make any loud press for myself, because guys like Nolan were clients. He was a licensee. He put the business on the map. In fact, without him there would never have been any money in the till. If Nolan wants to say he was the great inventor, hooray Nolan. You’re a nice guy, you made a lot of money for us, say anything you want to. —Ralph Baer Years later, Baer ran into Nolan Bushnell and Gene Lipkin, Atari director of marketing, on the floor of the Consumer Electronics Show. According to Baer, Bushnell introduced him as “the father of video games.” Baer smiled and said, “I wish you would have said that to the press.” The King am Court We had vendor credit from Cramer Electronics. Banks wouidn’t talk to us because we were obviously in the Mafia if we were in coin-op. ■Al Alcorn $0 The Kin^f and Court Guilt by Association More than thirty years had passed since Fiorello LaGuardia’s crusade success¬ fully shut down pinball in New York City, but the stigma of organized crime still plagued the coin-operated amusement business. Politicians and bankers remembered bingo and pay-out machines. When Joel Hochberg was assaulted by thugs while repairing a game in a Brooklyn bar, local authorities assumed it was a mob action and refused to believe that it was a case of mistaken iden¬ tity. Conscious of their bad image, amusement operators tried to change the public’s perception of the industry. Jukebox was considered within our industry to be a dirty word. It was a word associated with organized crime that would bring up images of racketeer¬ ing, and we bent over backward to call it anything but a jukebox. My favorite was "coin-activated musical device.” Of course, even people in the industry would call it a jukebox when no one was listening. —Eddie Adlum As an all-cash business, the amusement industry naturally attracted suspi¬ cion and some members undoubtedly engaged in money-laundering activities. But most of the stories about the Mafia controlling the industry were exag¬ gerations or myths. The truth was less interesting. “There isn’t enough money in the business to attract that kind of people,” according to Eddie Adlum, who began covering the coin-operated amusement industry in 1964. It’s like a piece of ancient history that we’ll grin and giggle about today. It was a sad thing when a little kid would go home and ask his daddy, "Daddy, are you a crook?” And the daddy had to say, "No, why?” And the kid would say, "Because my friend Joey says that all people who own jukeboxes are crooks.” —Eddie Adlum Even though Nolan Bushnell was quickly developing an understanding of the coin-operated machine market, had an attractive high-technology gad¬ get that seemed like a sure hit, and had strong presentation skills—all necessary ingredients for financial backing—he found banks unwilling to lend him The Kin^ and Court $1 money. Lenders saw his machine as a new form of pinball. He might just as well have approached them about opening a casino or a racetrack. Even if his ideas did not scare people, BushnelPs appearance did. He was tall and gangly, with unruly long hair. He looked more like a biker or a hippie than a gangster, but bankers were not impressed by bikers or hippies either. In the end, only Wells Fargo was willing to take a chance on Atari, extend¬ ing the company a $50,000 credit line. Though only a fraction of what Bushnell wanted, it was the best he could do. For Atari to compete with such established coin-operated amusement com¬ panies as Bally and Midway, Bushnell needed to expand his facilities. By removing the concrete walls separating his space from an adjacent space in the building, Bushnell doubled A tari’s size to 2,000 square feet. Bushnell leased another space and had the wall separating the two facilities torn down, dou¬ bling his space again to 4,000 square feet. It wasn’t enough. A few months later, Bushnell tried to get out of his lease with Cole Properties. Instead, he ended up moving operations to another Cole location, a defunct roller-rink a few blocks away. While Atari’s administrative offices remained at the Scott Boulevard address, the new Martin Avenue fa¬ cility served as the assembly plant. The next step was hiring workers. Trusting the more technical issues of de¬ sign and quality assurance to A1 Alcorn, Bushnell and Ted Dabney decided to risk hiring untrained workers to assemble Pong machines. They went to a local unemployment office and hired nearly every prospect the office sent them. That’s when we started bringing in these guys that we got at the unemploy¬ ment office. There were members of motorcycle gangs and people who found that they could fence the televisions and buy heroin. We didn’t think that any of that existed here. I mean, this was San lose, California, really a very pristine community. —Nolan Bushnell In the beginning, Atari offered a fun atmosphere but less than generous wages. New line workers made slightly above minimum wage—$1.75 per hour, plus benefits. One of the more popular benefits was “Friday night beer busts” on the loading dock. Employees also got to play free games. 52 The Kin^f and Court As Pong orders mounted, however, it became impossible to keep up with demand. Bushnell hired nearly anyone who came in the door. Line personnel sometimes worked 16-hour shifts. Tensions mounted, and there was a failed attempt to unionize the company. A rift grew between management and the rank and file. Atari also became a notorious Mecca of drug abuse. The Martin Avenue roller-rink facility smelled of marijuana. One ex-employee later quipped that “you could get stoned just breathing the air coming out of the building.” Steve Bristow, who later became a vice president of the company, remembered the facility in a less extreme light. “Parts of the building smelled like pot, but I don’t remember getting stoned just walking through.” Former Atari executives described the people manning the assembly line as long-haired bikers, junkies, and hippies. Even Bushnell admitted they made him nervous. It didn’t take long for some enterprising assembly-line workers to discover that they could supplement their low wages by stealing televisions and parts and selling them at local pawnshops. There was about a six-week period [when employee theft was rampant]. We figured out what was going on and then tightened things down, and that went away. The theft was incredible until we woke up and fixed it. We fired a lot of people, and there was still a lot of marijuana use. One of the kids set up a jar and took donations to help other employees with unwanted pregnancies. It was never an official Atari thing, but we didn’t hide it [the jar] from vendors. —Nolan Bushnell Other employees remembered the drug use as an ongoing problem. When the entire research and development team was asked to work on the line in a last-minute effort to meet deadlines for the 1977 holiday season, a newly hired designer named Roger Hector nervously took his place among the regulars. When he went to use the bathroom, he found empty syringes on the bath¬ room floor. “I was amazed with what went on,” said Hector. The King and Court 53 The Won Begins We were getting cash up front for Pong machines. I think we were selling them for $1,200—up-front cash—and it cost us about $300 or $400 to build them. So we had positive cash flow from the get go, and we were doing it without any venture capital or anything. —Al Alcorn Though Atari’s game production eventually evolved into a sophisticated as¬ sembly line, it began as a haphazard dash. Workers wheeled empty Pong cabinets to the center of the production facility, and employees took turns installing the various components until the machines were finished. The process was slow and undisciplined and resulted in the production of about ten machines a day, many of which did not pass quality testing. The first order was for ten units for Advance Automatic Sales in San Fran¬ cisco. These were guys that I knew from my days at Nutting. Portale Automatic was down in Los Angeles, and that was my second order. They ordered ten. By that time, the word had gotten out. Advance Automatic had heard about what had gone on with Andy Capp’s [Tavern], —Nolan Bushnell Bushnell began using Pong at other locations on the Atari amusement route, as he drummed up business from other distributors. Word spread quickly. Pong had become one of the most profitable coin-operated games in history. Other machines collected $40 or $50 dollars a week. In those early days, Pong frequently brought in four times as much as other machines, often topping $200 a week. As the route’s profits expanded, Bushnell hired Steve Bristow, the engi¬ neering student at Cal-Berkeley who replaced Alcorn in the Ampex work-study program, to collect quarters along the route. Since Atari had just opened a game room in Berkeley, the route was a convenient way for Bristow to earn some income, and he received 1 percent of the receipts. 54 The Kin; and Court We had the game route operation that was giving us cash flow. And he [Steve Bristow] was setting up the route in the summer, along with doing the other things, because we needed to do everything we could to build cash flow. We ran the first game room in Berkeley. It was Steve’s job to maintain that game room and collect the money and bring it down to us. So while he was still in college at Berkeley that fall, this was his shtick. Steve usually took his wife on the route. When they’d go to collect, his wife would carry a hatchet. They were afraid because they were carrying hundreds of dollars’ worth of quarters, and they couldn’t carry a gun. —Nolan Bushnell We tried to get a permit to carry a gun, and they wouldn’t let us have one, so we asked if there were any laws against carrying a hatchet. There weren’t, so we took one along. —Steve Bristow Word traveled quickly in the amusement industry. Though the first orders were small, they mounted. By the end of 1973, Atari had filled orders for 2,500 Pong machines. By the end of 1974, that number grew to more than 8,000. It became more popular than the best pinball machines of the day. Interestingly, another company benefited from Atari’s mounting success. Though the Magnavox Odyssey attracted very little attention when it was first released, the home entertainment system became increasingly more popu¬ lar as Pong expanded into new markets. Atari’s success spread quickly, and Odyssey rode in its solid-state wake, selling 100,000 units in its first year. ... and I think if it hadn’t been for Nolan showing up that summer with Pong and heightening the sensitivity to playing games on a television set, Magnavox’s Odyssey wouldn’t have sold as well as it did. There was defi¬ nitely a complementary effect. ■Ralph Baer The Kin? and Court 55 The King, the Queen, and the Five Princes As Atari grew, Bushnell surrounded himself with people he knew and trusted. He suddenly foresaw greater success than he had ever imagined and no longer had time for people who did not share his vision. Ted Dabney, Bushnell’s longtime friend and co-founder of Atari, was the first casualty. According to Bushnell, Dabney still had a small-shop engineer’s mentality. He wasn’t ready to be part owner of an international company and slowed Atari’s progress. At first, Dabney refused to leave, and he and Bushnell traded accusations. In the end, however, Dabney took over operation of the profitable amuse¬ ment route and received several shares in the company. Years later, Dabney sold his stock at a great profit. In exchange for his original investment of $250, Dabney became a millionaire. I bought him out two years into the business. What happened was that the business outgrew Ted, and he knew it. I mean, he was an engineer’s engineer, and he liked being in the company, but all of a sudden it got too big for him. Ted ended up running the coin route. It was a very positive cash flow opera¬ tion. When we sold off [Bushnell later sold Atari], he ended up with a large note for his shares and the operations, which he ran successfully for many years there¬ after. I think, probably all totaled, it was worth about a million bucks. —Nolan Bushnell In Dabney’s place, Bushnell assembled a crew of Ampex expatriates and young gun executives. They became known around Atari as “the King, the Queen, and the Five Princes.” The group included A1 Alcorn, who led Atari’s research and development; Steve Bristow, who eventually became the vice president of engineering; Bill White, the chief financial officer; Gil Williams, head of manufacturing; Joe Keenan, one of Bushnell’s next-door neighbors who would later be president ofboth Atari and Kee Games; and Gene Lipkin, vice president of sales. (Keenan, a married heterosexual, was referred to as the “queen” because he was second in command, not because of his sexual orientation.) 56 The Kin? and Court Of the members of Bushnell’s team, Lipkin stands out as the only executive with a background in the coin-operated amusement industry. Before going to Atari, Lipkin worked at Allied Leisure Industries, a Florida game manufacturer. Lipkin brought experience and savvy to the group. He rose quickly at Atari and proved to be a valuable asset. Allied Leisure was started by an old timer in our business named Dave Braun, basically to give his son Bobby something to do. Bobby was severely crippled. They had a factory in Hialeah, Florida, and they made a couple of pretty good motorcycle games. That’s where Gene Lipkin got his start, working as the sales manager for Dave Braun and Bobby Braun. That motorcycle game was a good game, but it broke down a lot, and Gene ran around the country apologizing for the game as often as he was selling it. —Eddie Adlum Bushnell still preferred working smart and fun to working hard and made sure that the men around him agreed with his philosophy. They held meet¬ ings in hot tubs, drank heavily, experimented with drugs, and named projects after sexy female employees. Sometimes Atari board meetings seemed more like fraternity parties than business meetings. It’s an accurate part of the mythology that we played around with pot at our planning sessions and things like that. And it’s actually, I think, a very inter¬ esting documentable piece of society that most of us played around. I mean this is the late 1960s, early 1970s. But then, very quickly, most of us said, "Hey, this isn’t really effective. This isn't good.” But by that time some of us had already destroyed our lives. —Nolan Bushnell I remember this board meeting . . . Nolan lived in Los Gatos in a very nice house on the hilltop with a hot tub out back. We had a board meeting in his tub. Nolan was saying how much money we were going to be worth, al I these millions, and I thought to myself, "I’ll believe this when I see it.” The Kitty and Court 57 Nolan needed some papers and documents so he called his office and said, "Have Miss so and so bring them up.” We were in this tub [when she arrived], so he proceeded to try to get her in the tub during the board meeting. Nolan's attorney was miffed [because] we got his papers wet. He was not in the hot tub and he was not amused by any of this. That was the sort of fun we had. —Al Alcorn In 1974, Bushnell added a final asset to Atari’s arsenal. Steve Mayer and Larry Emmons, two of his former associates from Ampex, started a consulting com¬ pany in Grass Valley, a small community near the California-Nevada border. Bushnell respected Emmons’s and Mayer’s abilities and immediately began an exclusive relationship. Grass Valley became the Atari think-tank, the place Bushnell and his board went when they needed to plan a strategic move or devise some new and highly technical invention. Mayer and Emmons became the prime architects of many projects. “Grass Valley would build the techni¬ cal stuff that people said couldn’t be built,” according to Bushnell. They [Mayer and Emmons] both worked with me at Ampex, and so I knew they were good. So we had this little group up in Crass Valley, California. We had kind of a reputation, you know, for smoking pot and things like that. And I think a lot of it came from the fact that we had a think tank in Grass Valley and people thought, "What is that? Grass Valley in California can only mean one thing.” —Nolan Bushnell Grass Valley was located deep in the Sierra Mountains near the Nevada border. It was a naturally scenic location, near towns that had once boomed during the silver rush. Atari executives adopted the Grass Valley facility as their company retreat. Bushnell and his board drove up for weekends and planning sessions. Trips to Grass Valley developed into an important part of Atari culture. In the end, the Grass Valley facility became so important that Bushnell bought it outright. 58 The Kin? and Court Unknown Territory With Atari’s growing success, Bushnell settled into the role of manager and lead promoter. He left the technical wizardry in the hands of Mayer and Emmons, while Alcorn and Bristow handled the practical matters of engineering. Bushnell now focused his attention on the future. Though he dedicated some of his time to inventing new products, he spent most days trying to divine new paths for Atari’s future. His steady inclination was toward unbridled growth. If there was an increase in orders, Bushnell wanted more workers. He implicitly believed that Atari would continue to grow as long as his research and development teams came up with new ideas. One of Bushnell’s first tasks was to apply for patents to protect Atari prod¬ ucts. He remembered the lessons he had learned at the hands of Magnavox and wanted to avoid further problems. The solid-state technology behind Pong was completely original and Bushnell hoped to fend off imitators. Unfortu¬ nately, by the time the patent came through, it had no teeth. Countless competitors had already built and shipped imitations. Nolan filed for a patent on the motion circuit with a guy who was a patent attorney on the low end of the totem pole. We were a very small company. The guy was fundamentally incompetent. The patent was flawed because it was filed too late. We told him that, but he told us it didn’t make any difference. It was patently wrong—pun intended. —Al Alcorn By the middle of 1974, computerized ping-pong machines were in every bar and bowling alley across the United States, but Atari had made less than one-third of them. Bushnell called his competitors “the Jackals” because they had an unfair advantage. is Jackals In those days it just took a long time to get patents through. That was a problem, so we tried to be fast and to out-innovate the competition. —Nolan Bushnell There were a handful of companies that came in to develop games like Pong. Nolan applied fora patent, but, of course, that patent wasn’t awarded until many years later. I was there, by the way, when he got it. And at that time Nolan looked at the documents and said, "Well, great,” but he decided not to do anything about it legally. 60 The Jackals Success Has its Problems The biggest accusation against Atari was that we caused radio interference at the exact frequency used by the Nevada Highway Patrol. It was absolutely true. It probably happened everywhere, but they figured it out in Nevada be¬ cause everything is so far apart. They’d get close to a bar and all of a sudden they couldn’t communicate with headquarters. Then someone noticed that after 2:00 a.m., when the bars would shut down, it would be okay, so they knew it was something in the bars. They went around unplugging stuff and finally they unplugged a video game and the interference went away. So the Highway Patrol almost shut us down throughout Nevada. We had to create these big wire-mesh shields that shielded the computer and cut down the radio interference. We really tried to keep that puppy quiet because we didn’t know if we were doing the same thing in New York, and the local authorities would never, ever be able to track it down there. —Nolan Bushnell The imitators Now that Atari had established “television games” as an arcade phenomenon, a number of factors conspired against the company’s ability to preserve the phenomena for itself. The first problem was that Nolan Bushnell couldn’t promote his machines without competitors trying to steal his ideas. No sooner had Pong become the hottest innovation in amusement machines than dozens of potential competitors began studying it. According to A1 Alcorn, engineers from rival game companies started visiting Andy Capp’s Tavern shortly after he installed the first Pong prototype. More important, unlike Ralph Baer, Bushnell had no way to protect his solid-state game technology. He filed for a patent, but the patent took so long to arrive that other companies had already manufactured and sold games using similar architecture. Bushnell had entered into an industry in which success spawned imitation, and everybody considered Fong a success, with Pong machines earning $200 per week. 1 There was no way to stop com¬ panies from copying it. The jackals 6l Just as pinball manufacturers stole Williams’s tilt mechanism and Gottlieb’s flippers, they began making electronic ping-pong games. Within three months of Pong 6 release, competitors with names like Electronic Paddle Ball started to surface. Ramtek, Meadows Games, and Nutting (the company that made Computer Space) were among the first companies to make their own versions of Pong. In the next few years, established manufacturers like Midway and Na¬ tional Semiconductor followed. Curiously, Atari did not build the number of Pong machines that the world would think. I don’t know the actual number because the video-game in¬ dustry generally begins with Pong, even though Computer Space pre-dated it as an actual video game. Pong was the beginning of the video era, a new idea in those days. People ripped it off. There were some companies that just came out of nowhere, saw what was happening with Pong, and said I want to get part of this action. —Eddie Adlum Forgeries flooded arcades all over the world. As Atari expanded to overseas markets, its success attracted international attention. In 1975, an Italian manufac¬ turer began imitating Atari’s Breakout. Its forgeries were so well made that the only way to spot them was to check the address on the back of the machine. By this time, Atari had moved to San Jose. The Italians used the correct (current) address, while the Atari-made machines still had the company’s old Santa Clara address. Bushnell developed a grave dislike for his imitators. He called them “jack¬ als” and believed that the only way to stay ahead of them was constantly to generate new games and ideas. He considered his imitators less creative and believed they would be unable to develop games on their own. In an effort to stay ahead, Atari entered 1974 producing a new game every other month. Bushnell’s new strategy allowed the competition to copy games, and Atari retaliated by coming out with new ones. The problem was that, like everyone else, Atari was still basing its entire li¬ brary on remakes of Pong. Other companies made paddle-ball games based on sports— Handball {Pong in a three-walled court) and Hockey (Pong with, small goals and two paddles). Atari released Pin Pong, Dr. Pong, Pong Doubles, and QuadraPong. 62 Hie Jackals Early on in the history of Atari, I went to a meeting for distributors. Nolan and i and several other people sat around a lunch table. After we were done eating and shooting the breeze, Nolan came up with the unforgettable state¬ ment/question: "I wonder what else we can do with a video game than play tennis and hockey." He answered his own question with driving games like Trak /oand Grantrak. Very visionary guy. —Eddie Adlum In the end, the Grass Valley think tank came up with the solution. In 1974, Mayer and Emmons began designing the first racing game. Later named Trak 10, the racing simulation was every bit as primitive as Pong. Players used a wobbly steering wheel to control a boxy-looking car as it sped around an oval track. Although Trak 10 had very basic graphics, it opened the gates for a flood of creative new ideas. One of Atari’s next titles was Gotcha, a game in which a player with a box chased a player with an X through a maze. Gotcha received only a lukewarm reception from arcade owners, though. In later years, maze chases would become one of the most popular themes in video games. Even though it proved unsuccessful in the arcades, Bushnell was always sentimental about Gotcha. His role in the company quickly shifted after that, as Bushnell became more involved in management than game design. More than a year passed before he came up with another design. Atari made the first sports game, Pong. They had the first maze game, Gotcha, and the first racing game, Trak io. Imagine what would have happened if Bushnell had somehow managed to patent those ideas. You couldn’t have had Pac-Man or Pole Position. The whole industry would have been different. —Steve Baxter, former producer, CNN Computer Connection While other companies remained bogged down with electronic ping-pong and tennis. Atari came out with its second game —Space Race, a game in which players dodged asteroids as they flew tiny spaceships across a screen. The game did poorly, and Bushnell decided to return to the safety of tennis games. The Jackals 63 Within a few years, however, Atari experimented with new themes— Steeple Chase, a multiplayer game in which players jumped horses over gates on a treadmill race track; and Stunt Cycle, a game in which players jumped buses— capitalizing on real-life stunt man Evel Knievel’s wave of popularity. Atari established itself as the most diverse and prolific coin-operated video game company in history. The company developed an unwritten manifesto that did not allow designers to make games that had been done before. This legacy of innovation lasted more than a decade. Though Atari was the first company to look beyond Pong for inspiration, other companies soon followed. In 1975, the movie Jaws, a story of a man- eating great white shark terrorizing a tourist town, set box-office earnings records and launched the nation into a frenzy. Beach resorts reported that tourists were afraid to go swimming, sometimes even in pools. The company Project Support Engineers (PSE) attempted to capitalize on shark mania with a game called Maneater. Maneatervc&s a shark-hunting game housed in a fiberglass cabinet shaped like the head of a shark. The distinctive cabinet made the game expensive to manufacture. Though the idea of hunting sharks initially attracted players, the game’s unexciting play did not attract repeat customers. In 1975, Midway, one of the companies that originally rejected Pong, emerged as Atari’s closest competitor. Midway and Atari were very different organiza¬ tions. While Atari had an established research and development department, Midway distributed games developed by other companies. Gunfight, Midway’s first major video game hit, was a shoot-out in which two players controlled cowboys who shot at each other from opposite sides of the screen. It was not an original concept; a Japanese firm had created the game, then licensed it to Midway for the U.S. market. When Midway’s development team members first tested it, though, they found it less than entertaining. The graphics were blocky and the gunfighters’ movements were quite lim¬ ited. To try and salvage the game, Midway hired an outside designer, David Nutting, brother of Nutting Associates founder Bill Nutting. (Nutting and Associates went out of business shortly after the failure of Computer Space, and Bill Nutting spent the next few years flying missionaries and relief supplies into impoverished African nations.) Dave Nutting went on to create such clas¬ sic games as Sea Wolf, Gorf, Wizard of Wor, and Baby Pac-Man. 64 The jackals While improving Gunfight, Nutting introduced new technology to the video- game market. The original game simply featured two cowboys shooting at each other. Nutting not only sharpened the graphics, he placed objects be¬ tween the fighters. Sometimes cactus or stagecoaches appeared in the middle of the duel to add to the challenge. To power these changes, Nutting incorpo¬ rated a microprocessor into the game’s design, making Gunfight the first video game with a microprocessor. Gunfight opened the way for Japan to enter the American video-game mar¬ ket. Gunfight was originally developed by a firm named Taito—the Japanese term for “Far East.” Taito and Midway worked together until 1979. Their final project earned so much money that Taito abandoned Midway and opened its own U.S. operation. The Visit As Atari expanded its repertoire to include racing games, Nolan Bushnell and Gene Lipkin, vice president of sales, toured the country to find out what ar¬ cade owners and distributors thought about the future of video games. Lipkin, who had started in the business working for the Florida firm Allied Leisure, took Bushnell to have lunch with one of the most respected men in the amuse¬ ment industry, Joel Hochberg, the New York City game technician who had moved to Philadelphia to manage an arcade-restaurant in 1961. Flochberg moved to Florida to take a job working in a large amusement arcade owned by Mervin Sisken, the son of the man who brought him into the industry. They worked together for seven years, during which time Hochberg’s knowledge of the industry earned him a national reputation. When Hochberg and Sisken split under unpleasant circumstances, Hochberg opened an under-funded arcade of his own. Finable to afford help, he worked 14-hour days, 7 days a week. Despite the long hours, his debts mounted. Just as it looked like he might have to close, the owners of Allied Leisure con¬ tacted him, suggesting an attractive partnership. Hochberg moved from maintaining equipment to sales and design. It was during this time that Atari released Pong. Hochberg tried the new medium and was impressed. Two years later, Gene Lipkin invited him to lunch to meet Bushnell. The jackals 65 Nolan Bushnell came to visit me here in south Florida when we had the game room at Nathan’s (a popular restaurant). Gene was working for Atari at that time. Nolan, pipe and all, made his way to south Florida to visit with me at our game center. His question was, "Do you think video games are here to stay?” The answer that I gave him was, "I don’t think there’s even a possibility of turning back. I think that the customer, the player, has gotten such a taste of technology utilized in a format that makes things appear to be so real, there’s no chance of the industry turning back.” I’m not quite sure why he asked that question since he was the pioneer. —Joel Hochberg Though both Bushnell and Hochberg were in the same industry, they did not keep in touch with each other. Bushnell continued his tour, meeting with arcade owners and trying to satisfy his insecurity about the industry’s future. Hochberg continued with Allied Leisure for a while and eventually started his own business again. By this time he had established international relation¬ ships, which soon fostered unique advantages in the amusement industry. In another decade, Bushnell and Hochberg would trade places. Bushnell would become the established authority, while Hochberg became a famous maker of games. Only the Paranoid Survive Atari’s first years were filled with notable successes and important failures. When asked about the early years at Atari, Nolan Bushnell and those around him remembered the fun times, but they also recalled struggling to come up with new ideas. Bushnell’s constant drive to expand the business depleted Atari’s revenues, and growing competition cut into company profits. Even in stressful situations, however, Atari’s corporate philosophy of smart work and hard partying continued. Atari executives still had hot tub meet¬ ings and Grass Valley parties, though partying did not alleviate their concern for the future. Bushnell spoke publicly of long-term interest in computer games, but he privately questioned whether Atari’s success had been the re¬ sult of luck or skill. He knew he had outflanked the competition so far, but he 66 The jackals wondered which company would pose the next serious threat. He needed a scheme to maintain his advantage. Keeping that advantage was of dire importance because of a unique set of dynamics within the amusement industry. In the early 1970s, most cities had two or three dominant vending-machine companies competing to do busi¬ ness in every arcade and bowling alley. These companies inevitably controlled the bulk of the location-based amusement routes. In the early 1970s, an unstated rule within the industry mandated that vend¬ ing companies serving the same area should not buy equipment from the same manufacturer. If, for instance, the largest distributor bought Bally pin¬ ball machines and Rock-Ola jukeboxes, its competitors needed to carry products from other manufacturers. BushnelPs goal was to find some way to break that rule and sell equipment to competing distributors. In 1974, Atari met that formidable competitor—a start-up company called Kee Games. Founded by Joe Keenan, Bushnell’s next-door neighbor, Kee Games was supposed to have lured away two of Atari’s “five princes”: Gil Wil¬ liams, of manufacturing, and Steve Bristow, of engineering. A bitter rivalry began as soon as Keenan announced his new company. In public, Bushnell tried to appear magnanimous. But confidentially, he floated rumors that Keenan and crew were renegades not to be trusted. [We used to complain about Kee Games. ] "Oh those bastards, ” you know, we’d bad-mouth them. They [the distributors] just loved it ’cause they thought we were all crooks anyway, and they loved the idea of being able to go around us. Sometimes we’d say Kee stole our engineer [Bristow]. We gave him to them. —Al Alcorn At one point, the rivalry became so bitter that Atari executives made accu¬ sations about industrial espionage: One weekend I drove around to the back of the [Atari] building. While my wife talked with a security guard and kept him busy, I threw circuit boards and equipment through a window and loaded them into my car. —Steve Bristow The lackals 67 For years, Bushnell refused to believe that Bristow would take such a risk for what amounted to little more than an elaborate ruse. Kee Games, as it turned out, was created by Atari, and Bushnell and Alcorn sat on its board of directors. Rather than chance a real rivalry with an established amusement manufacturer, Bushnell had created a controlled competitor. The stories of industrial espionage and bad feelings were an elaborate cover that had taken on a life of its own. When Bristow had his wife distract the security guard and slipped into his old office, he simply added more reality to the myths about the competition between Kee Games and Atari. Bushnell’s plan was to compete with himself, selling Atari products to the largest local distributors and Kee products to his competitors. Just like Andy Grove [former president of Intel] says, "Only the paranoid sur¬ vive." I wanted to hijack the competition, so I created the number two guy. Joe Keenan was my next-door neighbor. I told him, "I’d like to hire you to set up a company and call it Kee Games. We’ll make it look like it’s Kee, for Keenan, and it will look like you’ve come in and started up a new coin-op machine manufacturer.” We gave him our number two man in manufactur¬ ing and our number two man in engineering—Bristow and Williams. —Nolan Bushnell We made up a new company named after Joe Keenan—Kee Games. We made it sound like it was full of renegades. We gave him Steve Bristow to be the V.P. of engineering—gave him some designs to get started. Nolan and I were on their board. If any of the distributors wanted to check, they could see in the corporate records that we were part of the company. —Al Alcorn The strategy solidified Atari’s hold on the market. The only problem was that Kee Games became more dangerous than Bushnell anticipated. In 1974, while Atari’s research and development team was still focusing on Pong and racing games, Steve Bristow designed an innovative combat game named Tank. Tank had very primitive graphics. Players controlled either a black or a white tank that consisted of a square with a line sticking out of the front representing a gun turret. By December, the game had become a runaway hit. 68 Thelackals While Kee Games scored well with Tank, Atari found itself falling behind. Grantrak 10, one of Atari’s first driving games, had been very expensive to de¬ velop and even more expensive to distribute. The Grass Valley team designed the game, but after delivering it. Atari found that it was nearly unplayable. Alcorn fixed the game’s control problems, but other complications followed. It cost $1,095 for Atari to manufacture Grantrak 10, but because of an ac¬ counting error, the finished game was sold for $995. The company lost $100 on each unit sold, and Grantrak became Atari’s bestselling game of 1974. 2 The only animosity was that Atari was dying and Joe Keenan was a great president who had skills that Nolan didn’t have. They wanted to cut the cord and watch Atari die and they’d survive. And Nolan and i said, "No way.” Ron Gordon, Bushnell’s vice president of international sales and market¬ ing, came back and said, "Okay, look here’s what you do. Merge Kee Games back in with Atari and put Alcorn back in engineering. Let )oe be the presi¬ dent [of both companies].” That’s exactly what happened, but there was a time when Nolan was just in tears. He saw his company dying. —Al Alcorn Bushnell’s scheme had worked, yet it began having negative effects. Through Kee Games, Bushnell had nearly doubled his distribution, but now he had to merge both companies to keep Atari alive. Atari’s lackluster year, combined with the overhead costs of starting up and running a second com¬ pany, had gouged deeply into Atari’s profits. Historically, several companies have created controlled competition in the past. Bushnell’s coup was that he actually fooled the entire amusement in¬ dustry into believing that Kee Games and Atari were bitter rivals. Even after the merger, when it became public knowledge that Bushnell had been a Kee board member all along, people had trouble believing it. Only one shrewd distributor had seen through the guise. The thing about it is that nobody in the coin-op business figured out what we’d done except for one guy, joe Robbins. He was with Empire Distributing The lackals 69 and later went to Bally. I remember him coming up to me at a trade show and saying, "Bushnell, you think you’re pretty clever. I know your number, but I respect you. I knew what you were doing and you did it really well.” —Nolan Bushnell The personnel lady came in with a young candidate who had shown up on our doorstep. He was this real scuzzy kid. She said, "What shall we do?” I think I said, "We should either call the cops or we should talk to him.” So I talked to him. The kid was a dropout and really grungy. He was 18 years old and he knew something. ... He had a spark of brilliance. Don Lang, one of my engineers, was asking for a tech, so I said, "Great. I’ll give you a job work¬ ing for a real engineer.” The next day Don came to me and said, "What did I do to deserve this?” I said, "What? You wanted a tech, you got a tech.” He said, "This guy’s filthy. He’s just obnoxious. And he doesn’t know electronics.” The kid worked out in the end. His name was Steve Jobs. —Al Alcorn Shortly after Atari re-absorbed Kee Games, Al Alcorn hired the man who would become the company’s most distinguished alumnus—Steve Jobs. Though he went on to found such companies as Apple Computers and Pixar Animation Studios, at the time Jobs was little more than a skinny kid with long hair and a wispy beard. Several people described him as looking like a “20-year-old Ho Chi Minh.” (Ho Chi Minh was the leader of North Vietnam during the Vietnam war.) Like many luminaries in the computer industry, Jobs knew more about technology than social graces. He was dismissed as a hippie by most of his fellow engineers. According to Alcorn, Jobs once came to work with a jar of cranberry juice and told his supervisor he was fasting. “He said, ‘If I pass out, 7 ® The Jackals just lay me on the workbench. Don’t call the police, please. I’ll be fine. I’m just a little weak right now.’” Some co-workers complained that Jobs smelled bad. He offended others by openly treating them like idiots. In the end, Jobs’s genius helped him emerge as a valuable employee, but by that time, he had managed to make enemies throughout the company. If he thought you were a dumb shit, he’d treat you like shit. That pissed certain people off. I liked him a lot. . . . Still do. —Nolan Bushnell In 1975, Jobs decided to make a pilgrimage to India. At the time, several Tank machines had broken down in Germany. Alcorn offered Jobs a one-way ticket to Germany if he would fix the machines. He wanted to go to India to meet his guru, i said, "Fine, I’ve got a problem in Germany.” The German distributors would take our boards and hook them up to 6o-cycle monitors to make games, but they only had access to 50-cycle power and they had bad ground loops. I gave Steve a quick course in ground-loop power-supply repair and a one-way ticket to Germany. I fig¬ ured it would be cheaper to get to India from Germany than it would be from here [California], I found out later that it would have been cheaper to leave from here. He fixed their problem, but they were freaked because Steve Jobs is the antithesis of the Germans. They’re meat and potatoes and beer, and he’s air and water and vegetables.. . maybe. —Al Alcorn Jobs handled the problem without a hitch. When he returned from his pilgrimage several months later, Alcorn hired him back. Steve came back around the time that we were starting up the consumer stuff. Steve was wearing saffron robes and a shaved head. . . . gave me a Hie jackals 79 Baba Ram Das book. Apparently, he had hepatitis or something and had to get out of India before he died. I put him to work again. That’s when the famous story about Breakout took place. That’s a big story that’s often told wrong. —Al Alcorn Breakout Shortly after Jobs returned, work began on a game called Breakout. From the start, the game took on special significance. Nolan Bushnell created the concept him¬ self* (As things turned out, it was the last game Bushnell created at Atari. In fact, nearly twenty years passed before Bushnell designed another game.) Breakout was a reiteration of Pong, in which players used the ball to knock bricks out of a wall at the top of the screen. Though Bushnell knew consum¬ ers would love Breakout, he worried about the cost of manufacturing the game. In order to cut costs, Atari engineers tried to minimize the number of dedi¬ cated chips used in their games; tightly designed games had around 75. In those days, Atari shipped approximately 10,000 copies of its most popu¬ lar games. Because of repair costs and reduced circuit-board space, Atari saved approximately $100,000 for each chip removed before production. Bushnell wanted his engineers to reduce the number of chips in Breakout but got a less- than-enthusiastic response when he asked for volunteers. We had this bidding process. Nobody wanted to do Breakout. I remember that I figured that Breakout was going to be about a 75-chip game, so I’d give a bonus for every chip they took out. —Nolan Bushnell Steve Jobs accepted the challenge. By this time, Jobs and his partner, Steve Wozniak, had begun developing the Apple II, generally regarded as the com¬ puter that launched the personal-computer industry. Wozniak worked for * Years later, Steve Jobs claimed that he had developed the concept for Breakout. When asked about it, Nolan Bushnell simply responded, “Perhaps he did.” 72 The Jackals Hewlett Packard. He was a member of the Homebrew Computer Club, a group of early enthusiasts who built their own computers. Other Homebrew mem¬ bers considered Wozniak, or “Woz,” to be the most brilliant member of the club. Jobs turned to Wozniak for help in minimizing Breakout’s circuitry. So meanwhile, Steve’s friend, Wozniak, comes in the evenings. He would be out there during burn-in tests while these Tank games were on the produc¬ tion line, and he’d play fankforever. I didn't think much of it; I didn’t care. He was a cool guy. i found what really had happened is jobs never designed a lick of any¬ thing in his life. He had Woz do it [redesign Breakout], Woz did it in like 72 hours nonstop and all in his head. He got it down to 20 or 30 ICs [integrated circuits]. It was remarkable.... a tour de force. It was so minimized, though, that nobody else could build it. Nobody could understand what Woz did but Woz. It was this brilliant piece of engi¬ neering, but it was just unproduceable. So the game sat around and languished in the lab. —Al Alcorn Wozniak was able to remove more than 50 chips from Breakout, but his de¬ sign was too tight. No one could figure out how he did it, and the manufacturing plant could not reproduce it. In the end, Alcorn had to assign another engineer to build a version of Breakout that was more easily replicated. The final game had about 100 chips. Bushnell and Alcorn disagree on some of the details concerning Steve Jobs’s bonus. Bushnell remembers offering Jobs $100 for each chip he removed. He claims Wozniak removed 50 chips and Jobs received a $5,000 bonus. Alcorn says that Jobs was told to reduce the design to a maximum of 50 chips and that he would receive $1,000 for every chip he removed beyond that mark. Ac¬ cording to Alcorn, Jobs pocketed a $30,000 bonus. Alcorn and Bushnell both agree, however, that Jobs misled Wozniak about the amount that he received. Jobs told Wozniak that the bonus was only one- tenth of what Bushnell actually paid. The Jackals 73 I think we’ve got an order of magnitude problem here. jobs misled Wozniak, but jobs got five grand and Woz got half of $500 .1 mean the macro-numbers are right, as it was told. I’m just saying that the denominator, the dollars per chip, is off. —Nolan Bushnell And Nolan says, "For every chip less than 50 I’ll give you $1,000 cash bonus.” Now Jobs didn’t use the money for his own personal gain. He put it into Apple. But still, the fact that Wozniak’s best friend lied to him broke him up. That was the beginning of the end of the friendship between Woz and Jobs. —Al Alcorn According to Silicon Valley legend, Steve Wozniak discovered that he’d been misled many years later, while flying on a business trip and reading a biogra¬ phy about Jobs. Nolan Bushnell says that the legend is not true. You want to know the real story? Woz was up here to a Sunday afternoon picnic at our house. We were talking and I asked, "What did you do with that $5,000?” He says, "What?” He was visibly upset. Wozniak’s tender. I mean, he’s really a good guy. —Nolan Bushnell Wozniak says that both stories are true. He first discovered Jobs’s deception on the plane and he did later ask Bushnell for details at his house. I got $375, and I’ve never really known how much Steve got. He told me he was giving me 50 percent, and I know he got more than $750. I knew he believed that it was fine to buy something for $60 and sell it for $6,000 if you could do it. I just didn’t think he would do it to his best friend. ■Steve Wozniak 7 If Hie lackals Dealing willt lagan Atari first began shipping Pong machines outside the United States as early as 1973. As its business expanded, Atari sought foreign partners to help with dis¬ tribution and shipping laws. Namco became Atari’s partner in Japan. At the time, Namco was Japan’s sixth- or seventh-largest arcade company, behind such sturdy giants as Taito and Sega. Unlike Taito and Sega, which were founded by a Russian and an American, respectively, Namco was founded by a Japanese entrepreneur named Masaya Nakamura. A former naval engineer, Nakamura started his company with $3,000. He purchased two mechanical horse rides that he had to place on the roof of a department store because his competitors had exclusive arrangements with the best sites. I initially purchased two secondhand horse rides, and I talked a department store into allowing me to set them up in its roof garden. I operated the rides myself. I refurbished the machines myself. I would polish them and clean them every day, and I was there to welcome the mothers of the children as they arrived. —Masaya Nakamura, founder and president, Namco Because of the size of the Japanese market and the country’s enthusiasm for coin-operated entertainment. Atari created a Japanese branch to oversee importing and distributing games. Nakamura visited Atari’s Japanese branch shortly after it was formed. He began purchasing games and met Bushnell. In 1974, Bushnell decided to close the Japanese operation. He sold it to Nakamura, and Namco became Atari’s chief Japanese distributor. Bushnell established Atari Japan and tried to expand his business. For vari¬ ous reasons, including poor maintenance and a selection of inappropriate locations, Atari Japan’s business was not really doing well. —Masaya Nakamura We had real problems in Japan. Japan is a pretty closed market, difficult to get your product in . . . closed distribution. That’s why we did the deal with The Jackals 75 Nakamura and Namco. He was willing to sort of break with tradition and start working with an American company. And he really made money on Breakout —Nolan Bushnell In 1976, Atari sent Nakamura Breakout. As soon as Nakamura saw the game, he recognized it as a sure hit. To his disappointment, however, Atari set spe¬ cial conditions for Breakout, allowing Namco to distribute the game but retaining exclusive manufacturing rights. In response, Nakamura asked for as many units as possible. This game Breakout was a wonderful game and I gave a very high evaluation to the game. Namco, through Atari Japan, had the sales rights on the prop¬ erty in Japan, and we were doing quite well. All of a sudden we encountered a great number of copies in the Japanese market. The game was called Borokukuishi. It's literally the Japanese translation of Breakout. And we saw more copies [units of Borokukuishi ] than the original games that we were trying to distribute. It was to the detriment of our business. —AAasaya Nakamura The Yakuza The Yakuza, most easily described as the Japanese Mafia, operates very differ¬ ently than other criminal organizations. Unlike other gangsters, members of the Yakuza do not try to hide their identity. They often cover much of their bodies with tattoos. For years they were the only people in Japan who wore dark glasses. Many of them had missing fingers—cutting off fingers was a form of punishment within the organization. In Japan’s structured society, the Yakuza and the police coexist by setting limits on various illegal activities. Although the Yakuza frequently went be¬ yond these limits, many of their activities involved nothing more spectacular than running the Japanese fish market and setting up concession stands at sporting events. When it came to video games, a few Yakuza clans took a very aggressive stance. One clan tried to take over Konami, the company that made Frogger j6 The lackals and Contra. When the owner of the company appealed to a friend in a rival clan for help, he touched off a war and had to go into hiding. When Nakamura investigated the counterfeit Breakout machines, he discov¬ ered that a Yakuza clan had manufactured them. It was a dangerous situation. We knew exactly where the copies were being manufactured, and I instructed my staff to go to these factories for surveillance. They would watch from their car, then they would notice a car approaching them from behind and another car coming from the front, making their car immobile. They [the gangsters] would come out of their cars and make threats. —AAasaya Nakamura Nakamura met with the leader of the group that was manufacturing the counterfeit Breakout machines and asked him to stop. The man responded by offering to forge a partnership with Namco. According to Nakamura, the man offered to “suppress” Namco’s competitors and make Namco the biggest com¬ pany in the industry. Nakamura declined, fearing that the offer would lead to a takeover of his company and possibly the entire industry. Rather than try to stand up to the Yakuza, Nakamura decided to work around them. He asked Atari to send more Breakout machines as quickly as possible, but shipments of Breakout continued at the same slow pace. Nakamura and Bushnell disagree about what happened next. Nakamura says he flew to London to meet with Bushnell at an MOA (Music Operators Association, later renamed the Amusement and Music Operators Association) convention. He claims he explained the situation to Bushnell and asked for help but that Bushnell was in no condition to listen. My recollection is that Hide Nakajima and I traveled to London to attend a show, and Nolan Bushnell was there. Hide and I went to see him one morning to lodge a very strong claim against the copies in Japan and to ask for his assistance as the manufacturer who created the game, to counter the copies in Japan and do something about it. Unfortunately, when we met him, it was the morning after apparently a very long night of partying on the part of Nolan Bushnel I and he very obviously had a The lackals 77 hangover. He was in no physical condition to concentrate on our very serious claim. He took it very lightly. For that reason and for the sake of self-defense in terms of business, we decided to start manufacturing the game ourselves. —Masaya Nakamura Since Bushnell and his associates had a reputation for partying, and liquor bars were prevalent at most MOA parties, Nakamura may have been naive in his decision to discuss such an important topic at the show. Unsatisfied after his meeting with Bushnell, Nakamura returned home and began manufacturing his own copies of Breakout. Before long, he flooded the Japanese market. The game was a huge success and Namco became one of the most dominant game manufacturers in Asia. According to Bushnell, Atari knew nothing about Nakamura manufac¬ turing the game. He assumed that Namco did not want more copies of Breakout because the game had not caught on. “It was doing so well in the rest of the world, we couldn’t understand why they didn’t like it in Japan.” The first time he heard about the counterfeits was when an Atari represen¬ tative visited Japan and reported seeing far more machines than the company had shipped. Most of the machines had been built by Namco. The first sign that something was going wrong was Breakout. We shipped 15 Breakouts to Japan. All of a sudden, it turns out there were more Breakouts in japan than there were in the rest of the world combined. —Al Alcorn Breakout became the first issue in a growing rift that formed between Atari and Namco. The argument ended in a lawsuit that Atari won in the late 1970s. if uSd You Repeal That iWo ».u/e Times?” Nolan sent this memo: "To: Engineering, From: Nolan, Subject: Products. You will have in one year a consumer Pong game, an eight-player Tank game, and a 12-person game for arcade midways." The fact that we had no manufacturing capacity was not an issue to be brought up. So i sent a memo back: "To: Nolan, From: Engineering, Subject: Your memo. One small issue, we have no money.” And Nolan wrote on my memo, "NO,” in big letters, and sent it back to me. —Al Alcorn Gene Lipkin called me and said, "I need an advertising agency.” I said, "No, you don’t. George Opperman [who worked for Atari] is doing very well." He said, "No, not for the trade magazines. I need advertising for the general public.” I said, "For heaven's sakes, why?” He said, "Because Nolan has come up with a device that you can plug into your home TV set that will play video games.” I said, "You’re kidding.” He said, "No.” They made a deal with Sears Roebuck, and home video was born. —Eddie Adlum 80 "Could You Repeat That Two More Times?” A Hew Phase In 1975, Atari released a consumer version of Pong and became the first com¬ pany to make both arcade and consumer products. Throughout Atari’s early years, Nolan Bushnell constantly pushed his en¬ gineers to come up with a product that could expand his business. In 1974 an engineer named Harold Lee proposed a device that could do just that—a home version of Pong that could be attached to a television. Nolan Bushnell immedi¬ ately recognized Lee’s home unit as a logical next move for Atari. Lee’s timing could not have been better. The Magnavox Odyssey was now more than three years old and nearing the end of its retail life. Magnavox executives had committed two grave errors in marketing Odyssey: They al¬ lowed only Magnavox-exclusive dealers to sell the system, and their advertising suggested that Odyssey worked only on Magnavox televisions. Approximately 85,000 Odysseys were sold in the first year, and only 100,000 Odyssey systems were sold over the product’s two-year life. Alcorn and Lee, who worked together on Home Pong, decided to use the same basic digital technology used in Atari’s coin-operated games. (Odyssey used much older analog architecture.) I hunkered down and worked with a guy named Harold Lee on the chip pro¬ totype. He designed the logic in the daytime, and he would give me a logic design that my wife would wire-wrap at home in the evenings and I would debug, i would give the corrected design to Harold and he would lay out the chip on the design computer at night to save money. —Al Alcorn Once the design was approved, Alcorn, Lee, and an engineer named Bob Brown constructed a working prototype. Originally code-named Darlene, after an attractive employee, the finished product was called Home Pong. With the price of digital circuits constantly dropping, Atari’s digital home console ended up costing far less to manufacture than Odyssey. HomePonghaA a sleeker cabinet and created sharper-looking images on television screens. Since it had Alcorn’s segmented paddle design, it only required one knob per player. Odyssey used an extra knob for adding spin to the ball. "Could You Repeat That Two More Times?" 8l On the other hand, Home /Lwyplayecl only one game—ping-pong. Despite its weaknesses, Odyssey could play twelve games. The finished prototype was attached to a wooden pedestal that contained hundreds of wires. Alcorn and Lee had designed a chip that could replace the wires, but until the first prototype of the chip could be tested, the console could be built only with wire connections. Bushnell placed an order for chips, without even stopping to decide how to market Home Pong. Breaking into Sears In the fall of 1974, the first prototype of the Home Pong c hip was delivered from the foundry. Alcorn and Lee carefully plugged it in and turned on the console. When they switched on the power, the game came to life. At that time, the chip in Home. Pong was the highest performance-integrated circuit ever used in a con¬ sumer product. Alcorn ran to get Bushnell, and the design team celebrated. The next day Bushnell and Gene Lipkin began approaching retailers about Home Pong. In later interviews Bushnell described being turned down by several toy stores. He says he got the same response from electronics stores. Electronics buyers, remembering that Magnavox had sold only 100,000 Odysseys, asserted that consumers weren’t interested in television games. Toy-store buyers said that the asking price, $100, was too expensive. One buyer told Bushnell that his stores carried nothing that cost more than $29 unless it was a bicycle. Lipkin didn’t give up. He decided to approach department stores with Home Pong. Since Sears Roebuck was the biggest chain at the time, he started there. The buyers from the toy and electronics departments turned him down. As a last attempt, someone looked through the Sears catalog and noticed that the sporting goods department advertised Odyssey. Lipkin asked the operator to connect him to sporting goods. The guy [Tom Quinn] had done really well the year before on ping-pong tables. In the winter, Sporting Goods would sell some hockey equipment and a few basketballs and that was about it. To make his Christmas numbers, the Sears buyer was focusing on ping-pong tables and pool tables, and he thought consumer Pong might be just the thing for the family rec room. •Nolan Bushnell 82 "Could You Repeat That Two More Times?” We talked to Tom Quinn and said, "Remember the Magnavox Odyssey? We got a better version. Would you be interested?” He said, "Sounds interesting. Next time I'm in California i’ll stop in and see you.” Three days later he was on our doorstep at 8:oo a.m. Now, none of us were there at eight o’clock, but he was. He was very excited about the prospect of this thing and proceeded to try to get an exclusive. We said, "No, we're too smart for that. We don’t want an exclusive with Sears. It could be very dangerous.” —Al Alcorn Seeing Quinn’s enthusiasm, Atari’s executive team decided against signing an exclusive contract. Still convinced that the toy industry offered the best channel for selling Home Pong, Atari ran a booth at the January 1975 Toy Show in New York City. Like most industries, the toy business had a unique protocol. Although hundreds of companies displayed toys at the show, the real business was con¬ ducted around town in private suites. During the show, toy companies set up meeting rooms so that they could close deals with buyers away from the floor. No one from Atari knew anything about setting up a private showing. According to Alcorn, dozens of buyers stopped by Atari’s booth, curious to see Home Pong. Although they said they liked it, no one placed orders because they had already finished buying products at private showings. Atari did not sell a single unit at the show. Tom Quinn stopped by the Atari booth to say “hello” and ask how things were going. The staff at the booth lied, saying that the show was going well. A few days after the show, Lipkin called Quinn to ask for a meeting. Before Quinn could purchase Home Pong, however, he needed permission from the head of the Sporting Goods department. At Quinn’s suggestion, Alcorn and Lipkin flew to Chicago to demonstrate Home Pong at the Sears Tower. Quinn set up a demonstration in a conference room on the 27th floor. A large group of executives in business suits flooded the room and watched as Alcorn hooked the prototype to a television set. When he turned the game on, nothing happened. "Could You Repeat That Two More Times?” 83 The Sears Tower has an antenna on the roof that broadcasts a signal on channel 3. The Home Pong prototype was set for channel 3, and the broadcast blocked out its signal. Quickly figuring out the problem, Alcorn removed a panel from the bottom of the prototype and made adjustments so that the prototype’s signal could be picked up on channel 4. I told Gene, ''You cover for me.” I turned it [the prototype] upside down and opened the bottom up. I got it to work in about ten minutes. I was sweating now and ready to jump out the window. This was too much pressure for the kid. So I finally played the game and it all worked and they were okay, but I could see that something was bothering them. They had seen something in¬ side the prototype while I was adjusting it. I said, "Well replace the wires with a silicon chip that’s the size of a fingernail. ’’ Carl Lind, head of the department says, "Mr. Alcorn, you’re telling me that you’re going to reduce that rat’s nest of wire to a little piece of silicon the size of your fingernail?” "Yes, sir.” He looked at me, leaned over the table and said, "How you gonna solder the wires to it?” —Al Alcorn Once he received approval to carry Home Pong, Quinn asked Bushnell how many units he could manufacture by Christmas. Bushnell promised 75,000. Quinn responded that he needed 150,000. Bushnell agreed, fully aware that Atari did not have the manpower or facilities to fulfill such a large order. He would simply have to borrow the money. With the new business from Sears, Bushnell decided this was the time to expand. The Wizard of the VaHey I read a story about Valentine.... In the story, a guy had gone into his office and Don intimidated him so badly that he passed out. Don denies it, of course. —Trip Hawkins, founder, Electronic Arts and 3DO 84 "Could You Repeat That Two More Times?” Engineers and designers comprise only one side of the computer industry. The other side is made up of shrewd businessmen and investors who look at the latest technology in the same dispassionate way they view utility compa¬ nies and pork bellies. Technological breakthroughs do not excite these people. A hefty return on investment does. Known as venture capitalists, these businessmen do not part with money easily. They are willing to invest in promising companies, but they demand stock and control in exchange for their investment. Once, a venture capitalist fired the founder and chairman of a home computer company over a dis¬ agreement about the company’s future. Don Valentine, the founder of Sequoia Capital, was one of the computer industry’s first and most successful high-tech venture capitalists. Extremely conservative and intense, Valentine had a reputation for intimidating prospec¬ tive clients. A1 Alcorn once bragged, “I have actually seen Don Valentine laugh.” As a venture capitalist, Valentine’s work involved sifting through hundreds of proposals a year. He invested in a very small percentage of the companies that approached him. According to Valentine, when Bushnell first came to Sequoia, he mostly talked about “coin-operated games for bars.” Like the bankers Bushnell ap¬ proached four years earlier, Valentine associated the coin-operated amusement business with organized crime. He was not interested. When Bushnell described Home Pong, however, he changed his mind. One of the things that I was concerned about and interested in was that there be a product or series of products that were designed for consumers. Only after we were persuaded that the company would be taken in the direction of a home product were we persuaded to invest. —Don Valentine Valentine minimized the risk of investing in Atari by demanding an active role on the company’s board of directors. He decided to raise the capital from a network of partners that included Time Inc., the Mayfield Fund, and Fidel¬ ity Venture Associates. Combined with Atari’s annual earnings of $2.5 to $3.5 million, Valentine’s capital opened a $ 10-million credit line at a bank. 1 'Could You Repeat That Two More Times?” 85 Valentine took longer than expected to close the deal. By the time he was ready, the new business Atari received through its merger with Kee Games had resulted in increased earnings. While Bushnell waited impatiently to open a new money line with Valentine’s capital, his company amassed a balance sheet that was strong enough to get a loan. When Valentine finally decided to close the deal, Atari no longer needed him. What happens with venture capitalists [is that] time is in their favor usually. They love to delay and delay because the more they wait, the more they’re squeezing your nuts and the more the deal gets better in their favor. In this case, we had pulled ourselves out of the fire. Things were going along pretty smoothly by the time Don was ready to cut the deal. I don’t know the exact numbers, but two or three days before the deal was going to close, we had a board meeting and our corporate attorney told us, "You know, guys, the valuation on this deal is all wrong. You made the valuation back when you were in trouble. You’re no longer in trouble. The deal is way out of whack." We had two choices. We could let the deal go as is or change the price— basically, double the price. If we pissed Don off, we knew we’d never get the deal. I think we still needed some money, and he was our only chance of getting financing because he was the top venture capitalist in the valley. We decided to roll the dice. We doubled the price Don had to pay us— double or nothing. If he didn’t buy it and we went out of business, what the hell, we’re all young. Don showed up that night with a station wagon full of champagne to celebrate closing the deal, and ]oe Keenan told him, "Oh, by the way, we’ve doubled the price.” Don blew up, but when he calmed down, he went ahead and did it at double the price. —Al Alcorn Valentine took his role as a member of the Atari board seriously. He at¬ tended board meetings and participated in the decision-making process. Though he did not particularly enjoy video games, he took Atari games home and played them. Despite the culture clash, he visited the manufacturing fa¬ cility to observe the progress. 86 "Could You Repeat That Two More Times?” According to Valentine, he had to hold his breath whenever he visited Atari. Straightlaced and conservative, Valentine did not smoke. He claimed that the manufacturing plant reeked of marijuana, and if he wasn’t careful where he breathed, he sometimes accidentally inhaled it. Valentine’s association with Atari ended two years later. Though he prof¬ ited from the investment, Atari was far from his most lucrative deal. A few years later, Steve Jobs and Steve Wozniak asked Valentine to help them start Apple Computers. In 1986, Valentine was approached by Cisco Systems, a com¬ pany that pioneered the development of Internet equipment. He invested $2.5 million in the company in exchange for one-third of its stock. Over the next decade, Cisco’s equipment became an integral part of the success of the Internet. By 1996, Valentine’s one-third share of the company was valued at more than $10 billion. The Wild Ones Don Valentine was not the only partner who dashed with Atari’s corporate culture. Sears Roebuck was a no-nonsense, button-down business as well. By this time, Bushnell had used his new line of credit to purchase a manu¬ facturing facility in Sunnyvale, California. One day, a number of Sears executives visited the new location for an inspection. The plant was not yet in operation. Workers had recently installed a new conveyor line that Bushnell sometimes rode while in a box, as a diversion. The Sears executives arrived just in time to see Bushnell climbing into a box and “surfing” the line. They were shocked by his unorthodox behavior. The difference in corporate cultures became even more apparent as the day went on. The Sears people had come in suits and ties. The Atari people wore T-shirts and blue jeans. By the end of the day, Bushnell was concerned that he had alienated his visitors. Not wanting to leave a bad impression, Bushnell had one final chance to soften the situation. That night he and his board were scheduled to have dinner with the Sears team at a local Italian restaurant. In an effort to look more professional, Bushnell had his board attend the dinner dressed in suits and ties. 'Could You Repeat That Two More Times?" 87 Unfortunately, the Sears executives, too, were worried about the impres¬ sion they had made. Not wanting to appear too stuffy, they attended the dinner in T-shirts and blue jeans. “Nolan Attaeir I thought of Nolan as the great visionary, someone who would be bored by day-to-day operations. |oe Keenan was the volunteer who took care of most of the day-to-day operation. —Don Valentine For a brief period in 1975, Atari faced no emergencies. With the new factory in Sunnyvale, the company had enough manufacturing muscle to fulfill Sears Roebuck’s order for 150,000 tiome Pong consoles. Under Jim Tubb’s direction, the manufacturing process moved along smoothly. Through the merger with Kee Games, Joe Keenan became president of Atari. Because he was the least wild member of the original Atari board, Keenan made an excellent point man for working with Don Valentine and Sears. During this time, A1 Alcorn was vice president of research and develop¬ ment and Steve Bristow was vice president of engineering. Al’s department focused largely on home game technology but also built a prototype of an extra-wide pinball machine and developed a high-speed modem. Bristow’s team developed new arcade games. Of all the departments at Atari, Research and Development and Engineering were the departments that intrigued Bushnell the most. Bushnell often visited. He looked over engineers’ shoulders as they designed new games. Sometimes he saw ways to improvise and improve designs. On occasion he suggested changes. Alcorn referred to Bushnell’s visits as “Nolan Attacks” and said that they slowed the engineers’ progress. According to Alcorn, Bushnell would ap¬ proach engineers in the middle of the design process with solutions, and because he had not been involved with the projects from the start, his sugges¬ tions did not always work. 88 "Could You Repeat That Two More Times?" Let me tell you what happens when you’re Nolan Bushnell. You go into a lab and you sit down and you’re talking with guys, and they’re having a prob¬ lem, And they’ll say, "What about this?” Unless you’re being very clear, sometimes junior guys think that you've told them what to do when in fact you’re really asking, "Have you consid¬ ered this solution?” Two or three times people thought they were following orders when in fact I was just trying to help them solve a problem they were having. —Nolan Bushnell Hoping to keep Research and Development running smoothly, Alcorn made a new rule—engineers were not allowed to follow BushnelPs orders unless he repeated them three times. Bristow was even more straightforward: “Nolan could do and discuss anything he wanted, but my staff made no changes until I OK’d them.” Since Bushnell rarely followed projects closely, he seldom checked to see if his suggestions were implemented. Before long, Bushnell discovered Alcorn’s strategy. He held a brainstorm¬ ing meeting for the research and development staff in Grass Valley. During an opening speech, Bushnell said, “I understand there’s a new rule that says you don’t have to do what I tell you unless I say it three times. Well, I’m telling you now, when I tell you to do something, you do it.” An engineer sitting across the room shouted back, “Could you repeat that two more times?” In an attempt to control Bushnell’s visits, Alcorn set up a security sys¬ tem. Whenever Bushnell entered Research and Development, Alcorn distracted him by leading him from project to project. If Alcorn was out of the department when Bushnell arrived, his engineers could reach him with a special beeper. I couldn’t keep him out; but when he went in, I’d just follow him around and tell the guys, "If you do what he tells you to do, you’re fired. You’re working for me, not him.” —Al Alcorn "Could You Repeat That Two More Times?’’ 89 According to Alcorn, this strategy worked for a while, but Bushnell eventu¬ ally concocted a method of monitoring Research and Development that even fooled Alcorn. He placed an ally in the department to tell him about each project. His informant had to be unimportant, someone so small and insignificant that Alcorn would never notice him. Bushnell’s informant was Steve Jobs. Jobs was so low on the totem pole at Atari that I didn’t care what happened to him. He was completely off the radar scope. —Al Alcorn BeiiiiiiiSers off a Blslf Past In 1976, two events reminded video-game manufacturers of their roots in the pin¬ ball industry. The first was the legalization of pinball in New York and Chicago. The process began in early 1976 when Irving Holzman, the president of the New York Music and Amusement Association, applied to the New York City Council to have LaGuardia’s 40-year ban on pinball removed. Gottlieb and Wil¬ liams had been marketing special add-a-ball pinball machines in New York since 1972, and Holzman felt that the time had come to challenge the ban entirely. The city council agreed to hold a hearing on the matter in April. One key testimony in the hearings came from Roger Sharpe, an editor at Gentlemen’s Quarterly. Sharpe was an extremely gifted pinball player who, after completing a feature about pinball, had decided to write a book about the history of the pinball industry. Sharpe testified about pinball and the skills needed to master it. He talked about the work that went into designing pinball machines and the popularity of pinball throughout the United States and in many countries around the world. After his testimony, Sharpe was asked to demonstrate his skill. Along with my testimony, I was supposed to give a demonstration to show that the game was based on skill, not chance. There’s a funny aside to all this. There were two games set up. The second game was really a fail-back in case anything happened to the first. The cam¬ eras were all set up on the other game. We got to the end of my testimony and the head of the city council stood up and said, "I understand that you are now going to demonstrate pinball for us.” I said, "Yes,” and he said, "Not that game. Let’s do that one over there.” I guess he thought that the first game was fixed. —Roger Sharpe Sharpe was directed to play a Gottlieb pinball game called Bank Shot. He be¬ gan by describing the machine to the council, explaining its targets, rules, and objectives. After some explanation, Sharpe played two balls, acquainting him¬ self with the machine and demonstrating the use of the flippers. On his third ball, he decided to prove that proper use of the plunger required skill. On the start of my third ball, I said, "Using the plunger takes skill as well.” There were five lanes at the top of the playfield. I pointed to a lane and said, "If I pull this back just right, the ball is going to go right down this lane.” It was kind of like Babe Ruth calling his shot. I pulled back the plunger. The ball went up, it went bounce, bounce, and right down the lane. "Alright, we’ve seen enough.” I was supposed to play an entire game. The city council passed it [the petition to legalize pinball] six-to-nothing. August first of that year, which was my birthday, the mayor signed a law for pinball machines to be operated in the city. —Roger Sharpe That year, 1976, was also the first year in which concerns were raised about violence in video games. Exidy Games, a company founded by former Ramtek executive Pete Kauffman, released a driving game titled Death Race. Kauffman, a very quiet man, had originally planned to design games for other companies. Destruction Derby, his first project, was a game in which players steered cars around a screen trying to hit other cars. The computer-controlled drone cars were slightly faster than players’ cars, but they traveled in zigzag paths. The only way to hit computer-controlled cars was to anticipate which way the drone would turn. 'Could You Repeat That Two More Times?” 91 According to Kauffman, Chicago Coin bought Destruction Derby but refused to pay him his royalties. Kauffman responded by revising the game and re- releasing it himself. The biggest change in the game was in the targets players hit with their cars. Kauffman renamed the game Death Race , and players ran over stick fig¬ ures that were supposed to be skeletons escaping from a graveyard. When players ran over the skeletons, tiny crosses would appear in their places. Death Race was a spin-off from a game we did for Chicago Coin called De¬ struction Derby, in which you hit other cars. We licensed that to Chicago Coin, and they forced us into competing with ourselves by not paying royal¬ ties. We came out with Death Race to compete with our own game. —Pete Kauffman, founder of Exidy Carnes Pete came up with a game called Death Race. It’s very tame by today’s stan¬ dards, but in those days it caused a big controversy. The player was asked to drive over running gremlins. They called them gremlins; the rest of the world thought they were stick people, real people, and the idea of the game, of course, was to kill them. Every time you made a hit, a little cross would appear on the monitor, signifying a grave. Nice game. Fun. Bottom line, the game really took off when TV stations started to get some complaints from irate parents that this was a terrible example to set for children. The industry got a lot of coast-to-coast coverage during news programs. The end result was that Exidy sales doubled or quadrupled. —Eddie Adlum Though the Death Race machine did substantial business in arcades, many location owners refused to carry it. According to Kauffman, Exidy sold only 1,000 Death Race machines, just a fraction of the number of Sea Wolf and Gun Fight machines Midway placed that same year, but Death Race stirred up pro¬ tests and was even discussed on CBS’s 60Minutes. When defending their game in public, Exidy spokespersons claimed that Death Racevcas about running over demons and had nothing to do with killing people. 92 "Could You Repeat That Two More rimes?” In private, they agreed that the scandal had boosted their sales. When Death Race //arrived in 1977, it had the same basic theme—running over stick figures. Death Race did very well, but nobody wanted to be associated with it pub¬ licly because of the accusations from the press. It seemed like the more controversy ... the more our sales increased. We did a sequel, but it was really just the same game. There wasn’t any¬ thing new about it. —Pete Kauffman Although no one could argue with Exidy’s success, some competitors felt threatened by the public’s reaction to Exidy’s violent games. New York City had just legalized pinball, and Death Race threatened to cause the same kind of scandal that gambling machines brought to pinball. We were really unhappy with that game [Death Race], We [Atari] had an in¬ ternal rule that we wouldn’t allow violence against people. You could blow up a tank or you could blow up a flying saucer, but you couldn’t blow up people. We felt that that was not good form, and we adhered to that all during my tenure. Nolan Bushnell in gi Hows I got the contracts out, I got the lawyers out, and I removed Nolan from office. Nolan was simply removed and he was put on the beach. —Manny Gerard, former vice president, Warner Communications Manny Gerard? Manny was a free spirit in a three-piece suit. —Steve Bristow, former vice president of engineering, Atari Corporation 94 Strang Bedfellows The New Champion Sears executives calculated the success of the products in their catalog by com¬ paring dollars to inches. They measured the amount of page space given to each product and matched it to the number of dollars grossed. In 1975, the reigning champion was an Adidas sneaker. By 1976, a new champion emerged. The previous record holder was Adidas tennis shoes. We blew that record away in total dollar volume. We also won the Sears Quality Excellence Award- something nobody knows or cares about, but they’re pretty proud of it. —Al Alcorn Magnavox sold 100,000 Odysseys. Atari sold 150,000 Home Pong machines in a single season. The first heyday of the home video-game console had begun. New Competition Coleco was located in Connecticut, outside of Hartford. In their later years, they moved into what was once a high school. Before that they were on Asy¬ lum Street. That place was like an asylum. —Ralph Baer With the success of Home Pong, an army of new competitors entered the home video-game market. Seventy-five companies promised to launch home tele¬ vision tennis games in 1976. 1 Obscure companies like First Dimension, of Nashville, Tennessee, 2 and established giants like RCA proposed game con¬ soles that looked and worked like Pong. Atari’s most powerful competitors were Magnavox and National Semicon¬ ductor. Magnavox re-entered the market with Odyssey 100, a new console that, unlike its predecessor, only played tennis. Magnavox had more advertis¬ ing muscle than other companies in the video-game business, but the poor sales of the original Odyssey did not impress retailers. National Semiconductor, a company that once made chips for Atari’s coin- operated games, posed a more significant threat. Atari and National Strange Bedfellows 95 Semiconductor had stopped doing business with each other under unfriendly circumstances, back when Atari and Kee Games were separate companies. Suspecting that Atari would not be able to pay its bills, National Semicon¬ ductor demanded that Atari pay cash up front for custom chips. Since Atari’s income was generated by selling finished arcade machines, National Semiconductor’s demand nearly paralyzed the company’s cash flow. In the end, Steve Bristow, then working for Kee, developed discrete “piggyback” boards that were able to serve the same function as National Semiconductor’s chips. Bristow’s solution worked so well that Atari adopted it as well. In 1976, National Semiconductor decided to compete with Atari in the con¬ sumer game business. They then proceeded to try to steal our consumer business. So they showed up at that same toy show with a bad version of our Pong game. It never sold. We then summarily handed them a copy of our patent, which we later found out was null and void. Fortunately, we didn’t push it very far cause it could have backfired on us. You ever try to force a bad patent? You’re in real trouble if you do. —Al Alcorn Atari’s most persistent competition came from a small company located across the continent—the Connecticut Leather Company, better known as Coleco. The company started with Indian crafts. From there, it became an outdoor products company, making above-ground swimming pools out of plastic. —Mike Katz, former president, Coleco Coleco was a family business run by two brothers—Arnold and Leonard Greenberg. Arnold made most of the decisions. His associates described him as a short, anxious man with a quick temper and an aggressive desire to build his company into an empire. One person described him as a “buttoned-down lawyer who was very creative, very forceful, and willing to take great chances.” When Greenberg took over Coleco, the company produced kits for leather crafts. In 1956, Greenberg acquired equipment to manufacture plastics, and 96 Strange Bedfellows Coleco became the leading manufacturer of above-ground swimming pools. Ten years later, Coleco took over Eagle Toys and entered the toy business, making tabletop hockey and football games. In 1975, Greenberg decided that Coleco should expand its product line to include a home video game. His engineers designed a video tennis console called the Telestar, and Greenberg ordered the necessary chips from General Instrument, the microelectronics company that supplied chips to most video- game manufacturers. In the beginning, Coleco’s success seemed preordained. Of all the compa¬ nies that ordered chips for console games from General Instrument, only Coleco received the quantities requested. As it turned out, Coleco was the first company to place its order. Surprised by the number of orders received, General Instrument was unable to manu¬ facture enough chips to satisfy its customers. As the first customer in line, only Coleco had its order filled and it looked as if the Telestarwould have little competition if it reached the market by the proposed launch date of June 1976. But Coleco ran into trouble when the prototypical Telestar console its engi¬ neers submitted for FCC approval did not pass interference tests. During the demonstration, FCC representatives discovered that the Telestar generated ra¬ dio band interference. Greenberg was given a week to eliminate the problem and have his product approved or he would have to resubmit his product at a later date and go through the entire approval process over again. The process could have put them months off schedule as they waited for the FCC to re¬ open the case. During this period, Coleco had been considering hiring Sanders Associ¬ ates, the company that developed the original Odyssey, to develop future products. In desperation, both Greenberg and his chief engineer called Sand¬ ers for help. Ralph Baer, the man whose team designed Odyssey, agreed to find a way to block out Telestar’s interference if Greenberg signed the contracts he had pending with Sanders. The phone rings, and it’s the chief engineer of Coleco. They had just been rejected by the FCC because they couldn’t meet RFI [radio frequency inter¬ ference] specs. They were told, and this was a Monday, that if they were not back by Friday, they would go to the end of the queue [for approval needed Stranye Bedfellows to sell their product). At that moment, they had $30 million worth of game inventory, and that would have thrown them out of the Christmas business.... they were desperate. So here’s this chief engineer on the phone with me, asking if we can help them overcome the problem. Meanwhile, Arnold Greenberg’s on another line speaking to my boss. I said, "Sign the agreement, license the agreement, and we’ll help you.” They came the next morning, bright and early, from Hartford. They were there and signed the agreement. I took the machine up to the fifth floor of the building. We did radio frequency interference measurements up there. We made measurements and we found that they indeed were out of spec- radiation was too high. —Ralph Baer Baer tried several conventional methods of building a shield to block out the Telestar s interference. Nothing worked. He went home frustrated at the end of the day. When he returned the next day, he stumbled across a pos¬ sible solution. I came into the lab the next morning, scratching my head. Nobody was there yet; I was early. I walked around the lab, went outdoors to get the measurements started, and saw two pieces of equipment sitting on a bench connected by a piece of coaxial cable. The end of one of the cables was a ferrite toroid (ring). Later I asked somebody, "What’s this for?” Miracle of miracles, the guy actually knew. They had been out in the field, they picked up external RF from some transmission, and they suppressed it by putting this toroid on it, which acts like a choke. —Ralph Baer Baer made a new shield using the ferrite rings. When he tested it on the Telestar, the interference was within acceptable levels. He gave the shielded unit to Greenberg, who returned to Washington, D.C., and received approval to market his machine. 98 Strang Bedfellows The Telestarc ame out in time for Father’s Day, 1976. Coleco sold over $100 million worth of the consoles and rose to the top of the consumer game business. Its leadership, however, was short-lived. In August, Fairchild Cam¬ era and Instrument released a new game console that permanently changed the industry. The Rise of Cartridges Fairchild Camera and Instrument, one of the companies that pioneered the development of the transistor, released a new video-game console called the Channel F in August 1976. Several features made the Channel F different from other consoles. It had unique controllers with triangular handles at the end of long shafts. One person described the controllers as looking like the plunger on a device for detonating bombs. 3 More important, the Channel F played games stored on interchangeable cartridges. The original Odyssey played twelve games hardwired into the console’s cir¬ cuitry. To change games, players inserted circuit boards into a slot in the front of the console. Inserting Odyssey circuit boards was, in effect, like changing dip switches inside the console. (Odyssey also came with plastic overlays to add color and backgrounds to its games. The Channel F had color games and did not require overlays.) Like every other game system, the Channel F had tennis and hockey pro¬ grammed into its circuits, but Fairchild released additional games stored in casings that looked like 8-track tapes. They called the game units “Videocarts.” Each Videocart contained a microchip with a game programmed into it. Though the Channel F never developed a large following, it changed the consumer market forever. Consumers no longer wanted single-game con¬ soles at any price. RCA responded quickly by announcing that it had a new game console under development, Magnavox went back to the lab, and Atari’s engineers stated that they had named a new computer chip after a bicycle. Siolla By the middle of 1976, Atari was no longer the star of the Sears catalog. Coleco had stolen the home market, and the Fairchild Channel F had rendered Home Pong worthless. In fact, television games had become a bit of a joke. Strange Bedfellows 99 Many consumers lost interest in playing video tennis shortly after purchas¬ ing their systems. Game consoles were being thrown in closets or unloaded at garage sales. Atari executives had recognized the need for a new technology even be¬ fore Channel F hit the market. Restless as ever, Nolan Bushnell no longer believed that Atari’s previous consoles, which were designed with a single game hardwired into their chips, would continue to attract consumers. To com¬ pete with the Channel F, Atari would need a console that could read and process information like a full-blown computer. The new system would have to read and display information on a television screen. Nolan Bushnell turned to his Grass Valley team for help. Steve Mayer, brilliant man, basically solved the problem. All of the other companies were run by semiconductor companies that made them use a memory map as a frame buffer. We didn’t want a frame buffer. Back in those days it was way too expensive. We wanted to find a way to make the system with minimum silicon. The other companies’ video games were all done by semiconductor companies. We were the only one that did our own design. —Al Alcorn Steve Mayer, one of the founders of the Grass Valley facility, looked for alternatives to the expensive Fairchild F8 microprocessor used in the Chan¬ nel F. Fie found the MOS Technologies 6502, a general purpose microprocessor capable of creating images on a television screen in real time—nearly instan¬ taneously. Building off the 6502, the Grass Valley team designed a custom chip they named “Stella,” after an engineer’s bicycle. Though the Grass Valley engineers had the expertise to design the Stella chip, they could not manufacture it. Al Alcorn took the design back to Atari and consulted with his research and development team. In the end, they de¬ cided to bring in an expert to finish the project. Harold Lee, who co-designed Home Pong, told Alcorn that the only person who could build a chip as complex as Stella was a man named Jay Miner—the chief microprocessor designer at Synertech, a company that created custom chips for Atari. 100 Strange Bedfellows Following Lee’s advice, Alcorn went to Synertech and asked the company to loan him Miner as a consultant. I went to Synertech and said, "I want Jay Miner to work on this project.” They said, "No, he’s our chief CPU chip designer.” "But you don't understand. I really want him. I’ll pay his salary plus I’ll : give you all the business you can handle to keep your factory full.” They said, "You’ve got a deal.” Miner ended up with two badges. He had a Synertech badge. He had an Atari badge. He was our chip guy. —Al Alcorn After he had secured Miner to lead the Stella development team, Alcorn selected other members. The final team included Larry Wagner, a mathema¬ tician who was already programming games, and Joe Decuir, a skilled engineer. Once the work started. Miner proved himself quickly. By most accounts, Miner was an austere and brilliant man. He often brought his small cockapoo, Mitchie, to work and usually remained at his desk late into the evening. When the team had problems, Miner invented ingenious solutions, and the team was able to finish Stella on schedule. When a second member of the team approached Alcorn about bringing his dog to work, he received this response. “That mangy golden retriever?” Alcorn snapped. “You bring that animal here and I’ll have the guards shoot it on sight. You start doing work like Miner and get yourself a decent dog and we’ll talk about it.” Mayer’s decision to use the 6507 microprocessor proved correct. Not only would Atari’s new game system be less expensive to build than the RCA and Fairchild game consoles, it would process information more quickly. Officially named the “Video Computer System” (VCS), Atari’s new console was more than a game machine; it was a computer with a eight-bit processor. Bushnell worried that once he unveiled his new system, the “jackals” would start imitating it. The only way to stop them, he decided, was to saturate the market before his competitors came out with similar products. He would catch the market by surprise and take it by storm. Strange Bedfellows 101 Before Bushnell could move ahead with his plans, however, he needed another infusion of cash. By this time revenues from Home Pong sales had prac¬ tically disappeared, and the coin-operated business was drying up. Too many people had purchased Home Pong ox a similar system and no longer wanted to spend quarters to play “television games.” Year of Transition By 1976, video games had made a permanent impact on the arcade industry. In an interview with RePlay Magazine, Joe Robbins, a vice president of Empire Entertainment, declared electromechanical games extinct: Electro-mechanical games, with some exceptions, are becoming pretty rare offerings. The cost of making them has forced most manufacturers to cancel most production plans. This includes the once-popular gun types and baseball games, to name a few. The steady and abundant stream of TV games will slowly diminish. Right now, large runs are confined to only the best games. It is even becoming difficult to sell the TV game that is just good or marginal. And this trend is irreversible. The number of manufacturers will de¬ crease—and so will the number of new games. But we will enter a new generation of TV or similar games. They will inevitably stimulate re¬ newed interest, enthusiasm, and earnings. 4 If Robbins was correct, Atari would certainly be one of the companies to benefit most, but Midway had also distinguished itself with games like Sea Wolf, the most popular game of 1976. While Atari mostly created tennis, driving, shooting, and tank games, Midway produced innovative games about gun- fights and naval battles. Sea Wolf represented a new high point in game presentation. Before Sea Wolf most video-game cabinets looked similar. There were a couple of odd cabi¬ nets, such as Computer Space and Space Race, which were made out of fiberglass and had rounded corners, and Maneater, which had a cabinet shaped like a shark. But for Sea Wolf Midway attached a periscope in front of the screen for players to use for shooting torpedoes at ships and submarines. Hitting slow- moving ships earned few points. Hitting speedy PT boats earned more points. 102 Strange Bedfellows The concept was not original. In 1966, Sega, the largest arcade company in Japan, created an electromechanical game called Periscope that used lights and plastic waves to simulate sinking ships from a submarine. Periscope was the first game to cost 25 cents per play. Prior to this, games cost a dime. Several arcade owners imported it to the United States, where it was imitated by many com¬ petitors—including Midway. Sea Wolf, which was another creation of Dave Nutting, did solid business, selling more than 10,000 machines. (A later color version, Sea Wolf II, sold an additional 4,000 units.) With few exceptions, however, the coin-operated video game was declining, and most games sold under 5,000 units. The public was losing interest. The novelty of playing games on a television had disappeared. Video games had been around for four years. People even had them in their homes. Unless someone could come up with a method for restoring the novelty, it looked like the industry would continue to stagnate. The slow demise of video games did not necessarily hurt arcade owners. Pin¬ ball made a strong comeback in 1976. The first generation of solid-state pinball machines appeared in arcades. Though solid-state pinball machines played like older games, they had the advantage of scoring memory, allowing the game to recognize the playfield for the progress of each player from ball to ball. Even Atari, the company that started video games, began manufacturing pinball games. Under Bushnell’s direction, the company opened a special pin¬ ball division that created extra-wide pinball machines. The Decision to Seil Atari was one of the great rides.... It was one of the greatest business edu¬ cations in the history of the universe. —Manny Gerard Around this time, Steve Jobs left Atari to dedicate himself to manufacturing and selling the computers he created with Steve Wozniak. Jobs asked Bushnell to invest in his company, but Bushnell declined. Jobs finally approached Don Valentine for capital. Valentine insisted on some special arrangements. Jobs agreed, and Apple Computer was born. Strange Bedfellows 103 Instead of asking Valentine for more capital, Bushnell held a board meet¬ ing in which he discussed other options—going public or selling the company. Their first choice was to make a public offering of Atari stock, but after taking several steps toward the offering, the board decided that the slumping stock market would not support their move. In the end, the board decided to put Atari up for sale. Over the next few weeks, Bushnell approached MCA, parent company of Universal Studios, and Disney. Neither company was interested. Everybody was losing interest in the digital watch and the pocket calcula¬ tor, and most of the people we went to wondered why video games would be any different. 5 —Nolan Bushnell One company that was interested in Atari was Warner Communications, a conglomerate with a strong presence in film, recording, and magazine pub¬ lishing. Warner was owned by Steve Ross, a hardened entrepreneur who had risen from the streets of Brooklyn. By most accounts, Ross was a brusque man who expected results and had little patience for ineptitude. Having worked his way out of poverty, Ross had grand intentions. He ex¬ pected Warner to corner every facet oi the entertainment industry. Toward that goal, he hired Manny Gerard, considered the best entertainment indus¬ try analyst on Wall Street, to acquire new companies for the Warner Communications fold. The first company Gerard selected was Atari. The process began when Gerard received a telephone call from Gordon Crawford, an analyst at Capital Management. Crawford described Atari with¬ out saying its name and asked if Warner might be interested in acquiring the company. Gerard said yes. The next step was for Gerard to fly to California and evaluate the opera¬ tion. He met with Bushnell and Joe Keenan, observed the company’s manufacturing facilities, and discussed Bushneli’s future plans. By all appear¬ ances, Atari had a strong future. I was the guy who took the trip and looked at the company and got the lay of the land. I’m the lunatic who thought it was a good idea that we acquire it. 104 Strange Bedfellows I wrote an internal memo about it, in which I said I think we ought to acquire this company. —Manny Gerard When Gerard returned to New York, he recommended the purchase to Steve Ross. Interestingly, he found Ross to be quite receptive. Steve Ross had just gone to Disneyland with his kids. They went into an ar¬ cade and all they played was Indy 800, and they were really fascinated with the game. One of the reasons this transaction occurred was because Ross understood the power of this game. He’d seen it at Disneyland. Actually, he really wanted an Indy 800 game for his apartment, but it ended up that we couldn’t get it in. It was too heavy. —Manny Gerard At Gerard’s suggestion, Steve Ross decided to buy the company. Ross’s lawyers contacted Bushnell’s lawyers, and representatives for both sides be¬ gan outlining the details of the transaction. The negotiating process took four months. Gerard wanted to keep Atari’s management intact. He recognized Bushnell as one of the driving forces behind Atari’s success. He also respected the company’s team of engineers, whom he described as “loyal to Bushnell and very productive.” According to Gerard, the entire industry was new to Warner; without Bushnell and his team, there was no reason to attempt entering the business. He did, however, express some concerns. I think we kind of understood Nolan, to some extent. Let me tell you what I felt about the whole management [team]. The biggest problem with the company was that you had a bunch of babies—not literally, not as a character flaw. These were young guys. If they made too much money, I didn’t know how we could motivate them. We couldn’t give them too much money because they’d go live under a tree somewhere. Strange Bedfellows 10$ Basically, they got a teeny bit of cash and the debentures of the subsid¬ iary, which were not secured by the parent. We took the outside investors out for cash, but the insiders had to take these debentures. —Manny Gerard In the end, Warner Communications paid $28 million for Atari. It retained Bushnell as chairman and Joe Keenan as president. The sales, marketing, en¬ gineering, and research and development departments also remained unaffected. In theory, except for a seemingly endless supply of funding— Warner invested $100 million in Atari—life at Atari would remain unchanged. The entire deal almost fell apart, however, when Bushnell’s ex-wife, Paula, challenged it. If you want to know what appears to have triggered this, in the middle of all our negotiations, Nolan gets his picture in one of the San Francisco newspa¬ pers in a hot tub with his new girlfriend. This is not a great idea to start with. More than anything, I think his ex- wife was really unhappy about the pictures. Somehow it came up that she sued for recision of their divorce settlement. If she got recision, the deal would have been off. What the law says is, "If you buy ioo percent of the company and she gets recision, you’ve paid ioo per¬ cent of the price, you now get 75 percent of the company.” In effect, she’d still own her half of his half of the company—that’s 25 percent. We told Nolan, "We don’t think this is a grand idea. This is not our first choice.” —Manny Gerard Warner responded by going directly to Paula Bushnell’s lawyer and disclos¬ ing the entire deal so that she could no longer claim the transaction had occurred without her knowledge. Nolan Bushnell then arranged a settlement, in which she was paid to step out of the picture. Once Paula Bushnell was satisfied, the deal could finally be closed. The signing took place at a lawyer’s office in San Francisco in October 1976. That night, execu¬ tives from Atari and Warner celebrated the event with dinner at a French restaurant. 106 Strange Bedfellows Years after selling Atari, Bushnell confessed that selling the company might have been a mistake. The roller-coaster ride of meeting each month’s payroll had left him exhausted, and the idea of raising the capital needed to produce the Video Computer System overwhelmed him at the time. “I’ve often thought that if I had taken a two-week vacation and really rested and got away from the whole thing, I never would have sold the company.” According to Gerard, Bushnell seemed elated at the signing. “The day we signed the papers to close the deal, Nolan’s comment was, ‘I’ve been telling people I’m a millionaire for years, and at last I am.’” Uneasy Partners As was the case with Sears, the cultural clash between Atari and Warner be¬ came apparent even before the deal was signed. Gerard and Ross were very tough East Coast businessmen, unaccustomed to Bushnell’s Californian style. Gerard once took his wife to Grass Valley. When she saw that many of the engineers had long beards, she commented that they looked like “the Smith Brothers [on the cough drops box].” Once, to try to break the ice, Bushnell took several executives from Atari and Warner for a night cruise across the San Francisco Bay on his 42-foot sail¬ boat, Pong. They left from Alameda and sailed to Tiburon. An accident on the way back to port left the Warner people less than impressed. There was this buoy, and we were up in the crest of the waves when the buoy was down and vice versa, and we never saw it. We were sailing along and suddenly we heard a loud KATHWANG as we hit the buoy—not side-swiped, but actually hit it with the point of the boat. It made a large sound, at which point the New York crowd looked a bit aghast. Someone went front to see if there was a crack on the outside. One of us went flying down below to see if there was any water coming in. —Steve Bristow Oh, was that a night! We sailed from Oakland across the bay to Tiburon. They managed to... oh, was that funny I They managed to bang the boat into a buoy. By the time we got back, it was like moo. We were freezing and wet and cold. Strange Bedfellows IOJ That was hardly a win over. Yes, we took the boat. If that was perceived as a way to win us over, i can tell you ... it wasn’t too successful. I’m laughing because I remember that night. It was wonderful. It was a comic opera. —Manny Gerard In January 1977, RCA released the Studio II: a game system with interchange¬ able cartridges. Though its only competition was the Channel F, the Studio II had a major design flaw that slowed its sales—its games were all black and white. Magnavox announced it would release a programmable game system called Odyssey 2 in September. Allied Leisure and Bally also announced new systems. It appeared as if the market might be too crowded by the time Atari released the VCS. In October 1977, Atari released the Video Computer System, along with nine game cartridges. Atari engineers had worked hard to distinguish the VCS as the best system on the market. Like the Studio II and the Channel F, the VCS had controllers with dials for playing paddle games, but it also had a new device called a joystick, a pivoting lever in a pedestal, for controlling the tank and flying games on the Combat cartridge* The VCS also had switches for se¬ lecting games, displaying games in color or black and white, and setting difficulty levels. None of these enhancements had ever been offered. The profit margin on the VCS was low, but Atari executives planned to re¬ coup their losses on software. It cost less than $10 to manufacture the game cartridges, which sold for $30. They set a precedent that would remain an axiom in the video-game industry: “Give away the razors so that you can sell the blades.” Unfortunately, very few consumers bought razors or blades that year. One of the problems was shipping. According to Bushnell, Atari was un¬ able to get the majority of its 400,000 game consoles on store shelves in time for the holiday rush. Other problems included lack of consumer interest in home video games, confusion over the glut of new products, and the success of a new line of handheld electronic sports games from Mattel and Coleco. After Christmas 1977, the video-game market crashed. Manufacturers like Magnavox and Atari sold inventory at reduced rates. RCA pulled out entirely. * Atari did not make the first joystick. German scientists developed the joystick during World War II for controlling guided missiles. As it looked like the video-game market was dead, tensions increased between Bushnell and the new owners of Atari. Adding to the tension was Bushnell’s lack of enthusiasm about the busi¬ ness. Now that he no longer owned Atari, Bushnell seemed less interested in its day-to-day operation. He got involved in real estate, purchasing an enor¬ mous mansion in Woodside, California, from coffee-heir Peter Folger. Bushnell remarried. In a ceremony held in a courtyard on the grounds of his newly purchased mansion, Bushnell married Nancy Nino. Nearly 700 people were in attendance, including Steve Ross and Manny Gerard. [One thing] I think what I wasn’t prepared for is that after we bought [Atari], basically Nolan and Joe [Keenan], having some money, went off and did their real-estate investments. They stopped paying attention to the busi¬ ness. That, I will tell you, I did not anticipate. They just refocused on something else. —Manny Gerard After I sold the company, I did take a couple of vacations and I think that was something that bothered Manny a little bit. It was just one of those things where I needed a certain amount of time. As it became clear that some of the things that were going on were things that I really disagreed with, it was harder and harder for me to really climb in and be as enthusiastic as before. —Nolan Bushnell VCS sales continued at a steady-but-disappointing pace through 1978. Al¬ ways wary of “the jackals” and convinced that the only way to stay ahead of the competition was to introduce new products, Bushnell wanted to discon¬ tinue the VCS and move on to the next-generation game console. Bushnell preferred moving to new technologies rather than spending time refining old ideas and letting his competitors catch up to him. He called his philoso¬ phy “eating your own babies” and said that if Atari didn’t (eat its own babies), somebody else would. Strange Bedfellows 109 There was endless pushing and shoving. I’d go to meetings and Nolan, who kind of disappeared, would turn up and say, "This is what we’re going to do." His own people were getting crazy with him. I used a phrase over and over with Nolan. "Nolan, you can’t rule the com¬ pany by the divine right of king. You’ve got to be here, you have to pay attention. You can’t just come in... . ” —Manny Gerard The Czar In February 1978, Warner hired a consultant to help turn the company around. Ray Kassar had extensive experience as a former vice president of Burlington Industries, the largest textile manufacturer in the United States. A Harvard graduate, Kassar claimed to know nothing about video games. He had been with Burlington Industries for twenty-five years and distinguished himself by becoming the youngest vice president in the company’s history. This experience, he felt, could be transferred to nearly any manufacturing situation. I came in as a consultant for Warner, but my title in the company at the time was general manager of the consumer division, which was, at that point, doing terribly. I mean, there was no infrastructure. They had no financial person. They had no marketing. They really had nothing. It was a disaster. —Ray Kassar Most people who knew Kassar described him as autocratic but fashionable. He wore tailored suits to work, insisted on being driven in a chauffeured lim¬ ousine, and demanded very lavish treatment. He ate at only the finest restaurants. According to Kassar, his first assignment was to determine whether Warner should liquidate Atari. After testing the VCS, Kassar was impressed and de¬ cided not to abandon it. He reported to Steve Ross that with some changes, Atari could be a profitable company. HO Strange Bedfellows My plan was to stay in California for as I ittle time as possible. Warner really thought I was going to go out there and liquidate the company. That’s what they wanted me to do. They were looking for me to give them a recommendation. Believe me, there’s only one person who knows the full story and that is me. Even Manny Gerard doesn’t know the full story ’cause he was sitting in New York. I was there. I was running the company. —Ray Kassar Predictably, Nolan Bushnell and Ray Kassar found very little common ground. Kassar, who routinely arrived at work at 7:30 a.m., did not approve of Bushnell’s “work smart, not hard” attitude. He was bothered by the stories of drug abuse among Atari’s employees and felt that Bushnell’s laid-back style did little to discourage it. He disagreed with Bushnell about the future of the VCS and wanted to use it as the lead product in Atari’s Christmas lineup. The first or second week I was there, Nolan invited me to a management committee meeting. I arrived at his office at 3:00. Everybody was sitting around in jeans and T-shirts. In fact, when I first arrived at Atari, Nolan was walking around the company in a T-shirt that said, "I love to screw.” Anyway, I arrived at this so-called management committee meeting and there were about six or seven of them drinking beer and smoking marijuana. They offered me a joint. I said, "No, I don’t do drugs.” And Nolan said, "Well, why don’t you just relax? We’re just kind of... ” I said, "Look, are you having a meeting? If you’re having a meeting, I’ll stay. If you’re not, I’m leaving.” He said, "No, we’re just going to drink some beer and wine.” So I left. —Ray Kassar The final battle came at a Warner Communications budget meeting held in New York City in November 1978. Atari had been mildly profitable, but Steve Ross was not satisfied. Bushnell’s solution was to close down the pinball division and abandon the VCS. Strange Bedfellows III In Bushnell’s mind, the only way Atari pinball could succeed was to make specialty tables. Standard pinball playfields were 22 inches wide; Atari’s first three tables were 29 inches wide. If Gerard insisted on making standard tables, Bushnell wanted to close down the division all together. Gerard said that Bushnell also proposed discontinuing the VCS, but Bushnell said he only wanted to cut its price. Either way, his suggestions were in direct opposition to those of Gerard and Kassar. The battle lines were drawn. The ultimate parting with Nolan came at the budget meeting of Warner in 1978. Nolan came to the meeting, got up at the meeting, and everybody sat there in stunned amazement as Nolan said, "Sell off your remaining inven¬ tory of 2600s. [2600 was another name for VCS. ] You’ve saturated the market. The market is saturated at the top. It’s over.” Remember, there were a lot of Warner people who didn’t know nothing about nothing. And nobody in the room could figure what the hell Nolan was talking about. —Manny Gerard I said, "If, in fact, you guys are bound and determined to do regular pinball machines, I think we should close the division down because you aren’t go¬ ing to make any money.” The battle was really over pricing the VCS. I felt that the strongest posi¬ tion would be to price the hardware lower and the software higher. —Nolan Bushnell By this time, it was too late to make changes in the Christmas lineup. If Bushnell was right, Warner faced another holiday bloodbath. The meeting erupted into a shouting match. Bushnell felt that Gerard and the entire Warner team had no feel for the electronics industry. Gerard claimed that Bushnell was no longer taking the business seriously. He said that Bushnell’s decisions were erratic. Not only had Bushnell’s recommendations caught the Warner people offguard, they even surprised Atari’s executive team. The day after the showdown, Gerard had a private meeting with Steve Ross, in which they discussed Atari’s future. Ross wanted to know what Gerard 112 Strange Bedfellows thought would happen over the holidays. Gerard said that Atari had not satu¬ rated the market with the VCS and that he expected the system to sell well. The next day I got called into Ross’s office, and he basically goes nuts, and I mean nuts. He says to me, "Oh my God, what do we do?” I said, "Look Steve, there are only two possible outcomes.” It’s now De¬ cember 10th or thereabouts, and I said, "Steve, in my opinion, on December 26th there's going to be a game in every home in America, in which case we’ve got one of the biggest businesses you ever saw. If I’m wrong, we’ve got us a big problem. But what the hell, all we have to do is do nothing for two weeks, and we’re going to know. Okay.” He said, "I guess so.” By December 26th we knew we had a monster business on our hands. —Manny Gerard Shortly after the budget meeting, Gerard returned to California. While there, he heard that Bushnell was holding an Atari board meeting without Warner representation. This was the last straw. Gerard had an attorney draw up papers, and he dismissed Bushnell. There was this whole thing in which it came to my attention that Nolan was trying to call a board meeting with Joe [Keenan], and they said something about didn't I get my notice? I said to myself, this is untenable, then I got the contracts out, I got the lawyers out, and I removed Nolan from office. Nolan was simply removed and he was put on the beach. Okay? Then Joe asked to be put on the beach. That's a... word of ours, because by putting him on the beach, he was entitled to certain modest compensa¬ tion in some bonus pool arrangements. I don’t remember the numbers, but Nolan and Joe got 1 percent of this bonus pool, which, at that moment in time, he [Bushnell] believed was val¬ ueless. I believe what was going on was that they perceived they could make a fortune with Chuck E. Cheese, and who gave a shit about Atari anyway? —Manny Gerard Strange Bedfellows ll| Bushnell’s forced retirement knocked him out of the video-game indus¬ try. One of Warner’s original stipulations for purchasing Atari was that Bushnell sign a seven-year noncompete clause. Once he left Atari, he was not allowed to work for any video-game company until 1983. On the other hand, he still received bonuses based on Atari’s performance. If Gerard and Kassar ran Atari profitably, he stood to make some easy money. Ray Kassar replaced Bushnell as the CEO of Atari. His autocratic style had angered a few Atari employees when he was just a consultant. Now that he was chief executive, he offended people in droves. Once Bushnell left, several of Atari’s key figures followed within the next few years. A lot of us didn’t know Ray when he was appointed to run the company, so he gathered the entire consumer engineering department in one of the caf¬ eterias to talk about how he was going to run things. The question just came up, "What’s your background?” He said it was from the textile industry, importing fabric and stuff like that. Somebody asked him, "Well, how are you going to interact with electron¬ ics designers?” He said, "Well, I’ve worked with designers all my life.” I remember saying to myself, "What does he mean by that?” He went on to say, "The towel designers...” I was like, oh-oh, we’re in for a lot of trouble. This is going to be a disas¬ ter. And it sure turned out to be a disaster. —Alan Miller, former Atari game designer, cofounder of Activision and Accolade Bushnen Solid-state pinball was a really foolish market—they sold before they even finished building it. It was a wonderful market for Bally that only lasted about three years and went into the dumps. The reason it went into the dumps is because a video game called Space Invaders came out and captured the attention of everybody on the face of the earth. —Eddie Adlum Nolan started Chuck E. Cheese at about the same time that Warner bought Atari. You want to hear about Chuck E. Cheese? —Al Alcorn Il6 The Return of Bushnell Arcades Reborn In the spring of 1978, Taito approached Midway about distributing a new arcade game in the United States. The game had originally been invented as a hexadecimal test used for evaluating computer programmers. Someone decided to convert the test into a video game that Taito distributed in Japan, despite the unenthusiastic blessing of company executives. The game was called Space Invaders. Space Invaders did very poorly for the first few months after being introduced to Japanese arcades. By the time the game was three months old, however, it started to show' signs of life. More than a year passed between the time that Space Invaders was introduced in Japan and when it arrived in the United States. By that time, it had become an unprecedented phenomenon in Japanese arcades. By the end of its arcade life, more than 100,000 units of Space Invaders blan¬ keted Japan. So many people were playing the game that it caused a national coin shortage. The Japanese mint had to triple the production of the 100-yen piece because so many coins were glutted in the arcades. In 1978, Taito came out with Space Invaders in Japan. It was such an outra¬ geous hit in Japan that many vegetable stores and other little stores would get rid of their vegetables and dedicate the whole store to Space Invaders. All told, worldwide, they say there were at least 300,000 Space Invaders games built, including counterfeit versions. —Eddie Adlum Even after Space Invaders’ triumph in Japan, Taito executives felt that the game’s theme of defending space stations from an extraterrestrial attack was too different from other games to appeal to American audiences. Most of the top games of 1978 were based on popular themes such as driving, sports, and w'ar. In Space Invaders, players moved a laser turret from side-to-side along the bottom of the screen, instead of controlling familiar objects. The aliens in Space Invaders marched in a rectangular formation eight col¬ umns long and five rows deep. They marched horizontally, advancing toward the bottom of the screen. Players lost if the invading alien army reached the bottom or if players lost all their turrets. The Return of Bushncll 117 To defend against the invaders, players had to shoot at the aliens with their laser turrets while avoiding descending enemy missiles. Four bases toward the bottom of the screen offered limited cover from missile barrages, but enemy fire could obliterate those bases quickly. Destroying an entire wave of aliens earned 990 points. Extra points could be earned by shooting flying saucers that flew across the top of the screen at 25-second intervals. There was no way to beat Space Invaders; the alien waves kept coming until the player either gave up or was killed. The best you could hope for was to post the highest score of the day at the top of the screen. After testing the game, Taito of America’s vice president of product devel¬ opment Keith Egging predicted that Space Invaderswould do well in the United States. He set up a prototype in a secret testing location in Colorado. The players’ response convinced him that Taito had sold Midway a major hit. I was exceptionally confident that it would do good in this country. I had just started with the company [Taito of America], and they thought I was a nut. I said we could sell tens of thousands, and they said, "You can’t sell that many." —Keith Egging, former vice president of project development, Taito of America Midway introduced Space Invaders into the United States in October 1978, and American audiences adopted it almost immediately. Midway sold Space Invaders macbines for approximately $1,700. The orders poured in so quickly that the company became backlogged. Arcade owners gladly paid the price; the game could pay for itself in a single month. In good locations, each ma¬ chine earned between $300 and $400 per week. Within a year, Midway manufactured and sold more than 60,000 Space In¬ vader machines in the United States. Suddenly, video games were the most lucrative equipment a vendor could own. Not too long after I opened the game room, Space Invaders came out. What a great game. That was the first time I saw a cash box that represented a significant portion of the cost of [buying] the game in any one week. It was Il8 The Return of Bushnell hard to believe that any game could capture the audience to the degree that it was capable of doing. I can remember only a few games that had that dynamic game-playing magnetism. You could probably count them on your fingers. —Joel Hochberg In a 1982 interview, Taito import manager S. Ikawa tried to explain why so many people liked Space Invaders: “Space Invaders gives you a feeling of tension. A little neglect may breed great mischief.” 1 Though Space Invaders played the biggest role in revitalizing the coin- operated business, another game also had a major impact—Atari Football. Contrary to a popular notion, Football was not the first game to use a trak- ball controller. According to Dave Stubben, who created the hardware for Atari Football, Taito beat Atari to market with a soccer game that used one. According to Steve Bristow, when his engineers saw the game, they brought a copy into their lab and imitated it. Dave Stubben, a large and beefy man who often wore cowboy boots to work, cocreated Football with software designer Mike Albaugh. Stubben saw a par¬ tially completed football game called X’sandO’s that Bristow had begun around the time that he created Tank. Stubben improved Bristow’s design by adding a smooth-scrolling playing field and trackball controllers* Few games absorbed more abuse than Atari Football, and few games have injured so many players. It was housed in a waist-high tabletop cabinet. Play¬ ers stood beside the cabinet, pounding the trackball as hard as they could. On offense, players slapped the trackball to control their quarterback and make their receivers run. To build speed and to maneuver, players had to spin the trackball as quickly as possible. All over the country, people developed blis¬ ters on their hands. Although the computer microprocessor that powered Football far exceeded dedicated circuits of games like Pong, it lacked the horsepower needed to dis¬ play complex graphics. The teams in Football were represented by Xs and Os. * The trackball was created by Jerry Liachek, the Atari mechanical engineer who created all of Atari’s best coin-op controllers. Liachek worked on the handle for Lunar Lander, the joystick controller for Star Wars, and the dual joysticks for Battlezone. The Return of Bushnell 119 Unlike Space Invaders, Football ran on a three-minute timer. Once the three minutes were up, players had to insert more quarters to continue. For the first three months of its release, Football was, quarter-for-quarter, as big a money maker as Space Invaders. The football season ended in January, and with it went most of Atari’s Football business. The Problem with Plm One of Nolan Bushnell’s pet projects while working at Atari was finding new outlets for getting his games to the public. Video games had already found their way into bowling alleys, amusement parks, movie theaters, bars, pool halls, and arcades. In 1979, Space Invaders opened new doors as fast-food restau¬ rants and even drugstores began experimenting with games. The progress was slow, however, because much of the public still associ¬ ated video games with pool halls, sleazy arcades, and vagrancy. Adding to the problem was a very effective war against video games launched by a woman named Ronnie Lamb, from Centereach, Long Island. She had seen a growing number of children playing the games and was appalled at the waste of time and money. She did not approve of the violence in many of the games and felt that arcades were not wholesome environments. Ms. Lamb presented her concerns on The Phil Donahue Show. Her campaign re¬ sulted in a few small towns banning arcades and helped to sour the public’s perception of video games and arcades. Despite arcades’ growing popularity, few shopping mall owners would allow arcades to be built on their properties. In order to reach a larger audience, Bushnell had to find a way to legitimize video games. He wanted to make them a family activity, and the only way to do that was to create locations in which parents were practically forced to let their children play them. The answer came in the form of a pizza parlor with a video game arcade and a built-in theater that showed a robot stage act. Bushnell hoped that the restaurant would legitimize the arcade. The robotic show, he thought, could create a Disney-like atmosphere that would make chil¬ dren select his parlors over such other chains as Pizza Hut and Godfather’s. It didn’t matter if the pizza was good or even mediocre; the arcade and robot show would attract kids. Once he lured c ustomers, B ushnell hoped they would enter his arcade while their pizza was cooking. To help tempt them, he gave them a handful of free game tokens—enough to last five minutes. They 120 The Return of BusMI would have to purchase more tokens if they wanted to spend additional time in the arcade while they waited. We were running out of locations, and opening a video game arcade in the 1970s was like opening a pool hall. Malls weren’t interested in letting us open arcades. So Nolan figured, okay, I’ll go into food service. What food are people used to waiting a long time to eat? Pizza. While they wait, we’ll give them tokens to play games so they don’t mind wait¬ ing a half hour for the pizza. We’ll use these animatronic robots that Grass Valley engineered. It was a scheme where you could tell mall management, "I’m not put¬ ting in a video-game arcade, I’m putting in a pizza parlor with video games.” But it was as big an arcade as you could possibly get in and still call it a pizza parlor. —Al Alcorn Bushnell called his new venture Pizza Time Theaters. He named his res¬ taurants Chuck E. Cheese after the robotic rat mascot. Although Chuck E. Cheese restaurants were somewhat similar to the Cava¬ lier restaurant/arcade that Joel Hochberg helped open in 1961, Bushnell’s vision was unique. The Cavalier was designed to attract adults with games and food. Bushnell went after children, knowing that if they came, their parents would have to follow. Bushnell began work on Chuck E. Cheese long before leaving Atari. He told a reporter that he had a rat costume on a mannequin in his office as early as 1974. Atari purchased an abandoned Dean Witter brokerage office in a San Jose outdoor mall and converted it into a Chuck E. Cheese restaurant in No¬ vember of 1977. The first Chuck E. Cheese was far smaller than later restaurants. Along with an arcade, the establishment had a food service area with three stages, from which a robotic animal band played family tunes. The eating area was laid out like a cafeteria, with tables in long rows. Though Warner acquired the rights to Chuck E. Cheese when it purchased Atari, the project never interested Manny Gerard or Steve Ross. According to Bushnell, they eventually asked him to sell the entire franchise off. The Return of Bushnell 121 The project was started before Warner bought the company. They sort of said, "Okay, it’s another one of Nolan's hare brains.” They sort of tolerated it, but they figured it was going to be something that would go away. They didn’t understand it. —Nolan Bushnell When Bushnell left Atari, he asked to buy the rights to Chuck E. Cheese. Ross sold him the entire project, including the rights to the robot technol¬ ogy, for $500,000. Bushnell paid the debt at the rate of $100,000 per year. Within weeks of leaving the company, he began planning his second location. Along with video games, Chuck E. Cheese had midway games that rewarded players with tickets that could be redeemed for prizes. Bushnell had run simi¬ lar games at the amusement park in Salt Lake City, Utah, while working his way through school. He believed that the promise of winning prizes would have enormous appeal to children. Skeeball was dying. The company [that made the games], Philadelphia To¬ boggan, was going out of business and all of a sudden Nolan recognized there was play value there. You’ve got to give him credit for this. The whole redemption idea was kind of a shady thing at the arcades, al¬ most gambling, but Nolan realized that this was something the kiddies would love because they could spend time at the counter redeeming al I those tickets. I don’t know if he stole the idea from somebody else, but it was his drive and his vision. —Al Alcorn Had the video-game industry remained in the doldrums, Chuck E. Cheese might have quietly failed and disappeared. Instead, Space Invaders burst upon the scene and the entire industry flourished. Since Chuck E. Cheese was one of the places people were sure to find the games they were looking for, the franchise rode the swell of excitement over hot titles like Space Invaders. The second Chuck E. Cheese was far more ambitious than the first one. Bushnell put it in a San Jose building that had once housed a Toys “R” Us store. It was one of the largest Californian arcades of its time, with two floors 122 "Hie Return of Bushnell of video games and a spiral ramp running around a 20-foot tall revolving statue of Chuck E. Cheese. By the end of 1979, Bushnell began selling Pizza Time Theater franchises. It cost approximately $1.5 million to construct a full-sized Pizza Time Theater. A properly run location could pay for itself in six months. As it turned out, Space Invaders was only the tip of an iceberg that eventually turned Chuck E. Cheese and several other video game-associated ventures into billion-dollar success stories. The golden age of video games was about to dawn. Nobody gets their first game published. —Theurer’s Law (Atari doctrine named after Dave Theurer, creator of Missile Command and Tempest) Games such as Pac-Man and Space Invaders were going into virtually every location in the country, with the exception of maybe funeral parlors, and even a few funeral parlors had video games in the basements. Absolutely true. I believe churches and synagogues were about the only types of locations to escape video games. —Eddie Adlum 124 The Golden Aje (Part i: 1979-1980) The End of an Era Once Nolan Bushnell left Atari, other notables soon followed. Within a few months of Bushnell’s departure, Joe Keenan joined him. Gil Williams hung on for nearly two years; his last assignment was to set up a coin-op manufac¬ turing plant in Ireland. Gene Lipkin remained a bit longer, then left the company under unpleasant circumstances. As one of the company’s original employees, A1 Alcorn was caught in a tough position. He had been with the company since 1972 and helped develop its most successful products— Pong, Home Pong, and the Video Computer Sys¬ tem. His name still carried weight at Atari, but he did not like the direction in which the company was headed. As far as Alcorn was concerned, things had changed since Warner Communi¬ cations took control. Under Bushnell, Atari was an engineering company. The leadership took risks and pioneered new technologies. When Ray Kassar replaced Bushnell as president, Atari became a marketing company. Instead of developing new technologies, Kassar preferred to push existing ideas to their fullest. Alcorn wanted to begin work on the next generation of home video-game hardware, but Kassar didn’t even want to consider an alternative to the VCS. Toward the end of 1978, Alcorn assembled a team of engineers and began designing a game console called Cosmos. Unlike the VCS, Cosmos did not plug into a television set. It had a light-emitting diode display. Both systems played games stored on cartridges, but Cosmos’s tiny cartridges had no elec¬ tronics, simply a four-by-five inch mylar transparency that cost so little to manufacture that the entire cartridges could retail for $10. Alcorn’s team included two new engineers. Harry Jenkins, who had just graduated from Stanford University, and Roger Hector, a project designer who had done some impressive work in the coin-op division. Both were assigned to work directly under Alcorn on the project. The perception was that Al was given a group of people to "play with." Harry Jenkins and Roger Hector were fresh hires. There was probably a bit of envy around the company because they did not have to actually deliver projects on time or budget but were more on a research and development-bent. —Steve Bristow The Golden A^e (Part i: 1979-1980) 12 $ Borrowing a page from Odyssey, the Cosmos used overlays to improve the look of its games. Cosmos’s overlays, however, were among the most impres¬ sive technologies ever created by Atari engineers. Atari negotiated a deal with a bank for access to patents belonging to Holosonics, a bankrupt corporation that controlled most of the world’s patents for holo¬ grams—a technology for creating three-dimensional images using lasers. Alcorn brought in two specialists, Steve McGrew and Ken Haynes, to develop a process for mass-producing holograms that could be used with his game. McGrew developed a process for creating holograms on mylar. In later years, Haynes expanded the technology for other uses, such as placing 3D pictures on credit cards. Alcorn used their mylar technology to create an impressive array of 3D holographic overlays for the Cosmos. One of the first games developed for the system was similar to Steve Russell’s Spacewar —an outer-space dogfight in which two small ships battled. The game took place in empty space with no obstructions, but the holographic overlay created an extremely elaborate backdrop with whirling 3D asteroids. The over¬ lay did not affect the game. The ships could not interact with the backdrop, but the visual effects were spectacular. Before beginning the project, Alcorn asked Ray Kassar for permission to create a new stand-alone game system. According to Alcorn, Kassar seemed uninter¬ ested but did not object. By the middle of 1980, Alcorn and his team had completed a working prototype. When they showed it to marketing, they were told that the department had no interest in selling anything other than the VCS. By this time, sales were up over a billion dollars. Everybody was fighting the idea of trying to get a new product out. You’ve got to real ize that marketing had sold out [of the VCS] by April for the entire year. So the marketing department’s only job was telling people, "I’m sorry, we’re sold out.” All of a sudden, here comes Alcorn with a challenge: "Let’s get to work and let’s sell a new product. ” Why would they want to do that? So here I am with this new product idea. Marketing didn’t want to have anything to do with it. Manufacturing said they were too busy building VCSs to build a new product. 126 The Golden Ae (Part i: 1979-1980) 141 At that time, as you will recall, there were many games associated with kill¬ ing creatures from outer space. I was interested in developing a game for the female game enthusiast. Rather than developing the character first, I started out with the concept of eating and focused on the Japanese word "taberu, "which means "to eat.” —Toru Iwatani Iwatani was assigned a nine-man team to convert his concept into a game. The first thing he produced was the character Pac-Man, which was a simple yellow circle with a wedge cut away for a mouth. The actual figure of Pac-Man came about as I was having pizza for lunch. I took one wedge and there it was, the figure of Pac-Man. —Toru Iwatani The next step was to create Pac-Man’s enemies. Since the game was sup¬ posed to appeal to the female audience, Iwatani felt that the monsters had to be cute. He settled on colorful “ghosts” that looked like mop heads with big eyes. The maze, dots, and power pills came next. It took just over a year to produce a working prototype of the game. The idea came up in April 1979, and the project team was put together in May. Location testing was a year later, in May of 1980. A private showing was done in June of 1980, and in July the game went on sale. —Toru Iwatani The final game was exceptionally simple. Players used a joystick to guide Pac-Man as he swallowed a line of 240 dots in the maze. Four ghosts swept through the maze as well, trying to catch Pac-Man. The player lost if the ghosts caught Pac-Man before he cleared all of the dots. There were two ways to earn bonus points in Pac-Man. The first was to eat fruit and objects. Cherries, strawberries, bells, keys, and other objects appeared near the center of the maze at different intervals. Each time players cleared the maze, the value of the fruit increased. 142 The Golden Ae (Part 1. 1981-1983) games... it was sort of a counter-culture thing. We didn’t want anything to do with the military. I was doing games; I didn’t want to train people to kill. Since Battlezone was my baby, and it was Battlezone that they wanted to convert, and there was a deadline to get it done, I agreed to do the proto¬ type if they [his bosses] would promise that i would have nothing to do with any future plans to do anything with the military. They gave that assurance to me, and I lost three months of my life working day and night and hardly ever seeing my wife. —Ed Rotberg Military Battlezone was much more complex than the original game. In the arcade game, players could only shoot straight ahead, and their projectiles flew in a straight trajectory unaffected by gravity. The military version was considerably more realistic. The changes were extensive. First of all, we were not modeling some fantasy tank, we were modeling an infantry fighting vehicle that had a turret that could rotate independently of the tank. It had a choice of guns to use. In¬ stead of a gravity-free cannon, you had ballistics to configure. You had to have identifiable targets because they wanted to train gun¬ ners to recognize the difference between friendly and enemy vehicles. So, there were a whole slew of different types of enemy vehicles and friendly vehicles that had to be drawn and modeled. Then we had to model the phys¬ ics of the different kinds of weapons. —Ed Rotberg Rotberg deeply resented being forced to work on the military version of Battlezone. His next project was a game called Dragon Ridersthat was based on the novels of fantasy writer Ann MaCaffrey. Had it been completed, Dragon Riders would have been the first game based on a novel. Atari never licensed MaCaffrey’s books and the game never made it out of production. Rotberg’s final project at Atari was a game called Warp Speed. This was a high¬ speed outer-space flight simulation in which players attacked a well-armed space fortress. Rotberg left Atari before the project was finished. The Golden A