What Factors Led to the Collapse of the North American Video Games Industry in 1983?

Total Page:16

File Type:pdf, Size:1020Kb

What Factors Led to the Collapse of the North American Video Games Industry in 1983? IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk What factors led to the collapse of the North American video games industry in 1983? Image from http://cdn.slashgear.com/wp-content/uploads/2010/04/atari-sq.jpg “Atari was one of the great rides…it was one of the greatest business educations in the history of the universe.”1 Manny Gerard (former Vice-President of Warner) International Baccalaureate History Internal Assessment Word count: 1,999 International School of Toulouse 1 Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 102 Niall Rutherford Page 1 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Contents 3 Plan of the Investigation 4 Summary of Evidence 6 Evaluation of Sources 8 Analysis 10 Conclusion 11 List of Sources 12 Appendices Niall Rutherford Page 2 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Plan of the Investigation This investigation will assess the factors that led to the North American video game industry crash in 1983. I chose this topic due to my personal enthusiasm for video games and the immense importance of the crash in video game history: without Atari’s downfall, Nintendo would never have been successful worldwide and gaming may never have recovered. In addition, the mistakes of the biggest contemporary competitors (especially Atari) are relevant today when discussing the future avoidance of such a disaster. I have evaluated the two key interpretations of the crash in my analysis: namely, the notion that Atari and Warner were almost entirely to blame for the crash and the counterargument that external factors such as Activision and Commodore had the bigger impact. To keep the scope of the study manageable I have carefully selected sources to include Replay: The History of Video Games by Tristan Donovan, The Ultimate History of Video Games by Steven L. Kent, contemporary articles from the crash and interviews with key individuals.2 167 words. 2 This includes testimonies from Ray Kassar (the contemporary CEO of Atari), Manny Gerard (the contemporary vice-President of Warner), David Crane (the founder of Activision) and a full 2005 interview with Howard Scott Warshaw (the programmer of E.T.). I have also used Racing the Beam by Nick Montfort and Ian Bogost, and the articles used are sourced from 1982-84 issues of the New York Magazine, InfoWorld, the Washington Post and The New York Times (see List of Sources). Niall Rutherford Page 3 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk Summary of Evidence Context With the release and success of the Atari 2600 VCS,3 Atari became the unequivocal king of the home video game market, despite competition from Coleco and Mattel. Sixteen million 2600s were sold by the end of 1983.4 In 1982, they garnered 70% of Warner Communication's operating profits5 as the fastest growing company in the US. Factors In 1982, Commodore released the Commodore 64 personal computer. The immense commercial success of the C64 undermined Atari's own PC sales due to the ever-decreasing cost6 and the high capabilities of the computer for gaming and other applications.7 By extension, the growing PC market negatively affected the home console market due to their multifunctional nature.8 March 1982 also saw the release of Pac-Man on the 2600. Due to the massive success of the Pac-Man arcade cabinet, Atari were convinced that the 2600 version would be a system-seller, optimistically ordering twelve million cartridges; more copies than there were consoles to play them on.9 It eventually became the best-selling game on the system10 but Atari were still left with five million unsold copies and more flooding in from consumers dissatisfied with the quality of the game;11 a result of low memory cartridges and time restrictions.12 Warner then licensed E.T. from Steven Spielberg, promising him $25 million in royalties.13 In the rush to complete the game for Christmas, Howard Scott Warshaw was given five weeks14 to program the game (by comparison, lead time for development was typically six months).15 Atari released it without having play-tested it in time for the Christmas market boom. The game itself was a mess16 and Atari ended up allegedly dumping the majority of the 5 million cartridges17 they had produced into a landfill in New Mexico.18 3 Atari's first cartridge-based home video game system. For the purposes of this paper I will be abbreviating this to "the 2600". 4 “…the 16 million owners of the VCS...” Mace, Scott, (February 27th 1984). Can Atari Bounce Back? InfoWorld, pp. 103. 5 “…Atari still garnered 70 percent of Warner’s operating profits.” 5 Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 237. 6 “By the summer [of 1983] the Commodore 64 was on sale for just $200…” Donovan, Tristan, (2010). Replay: The History of Video Games. Yellow Ant Media Ltd (ISBN: 0956507204), pp. 103. 7 Reiner, Jeremy, (2005). Total Share: 30 years of personal computer market share figures. Ars Technica http://arstechnica.com/old/content/2005/12/total- share.ars, accessed November 5th 2011. 8 “It was also cheap enough to compete with video game consoles on price, a fact emphasised with adverts asking “Why buy just a video game?”” Donovan, Tristan, (2010). Replay: The History of Video Games. Yellow Ant Media Ltd (ISBN: 0956507204), pp. 102. 9 “Demand for the game was so immense that Atari executives believed people would purchase VCSs just to play Pac-Man. Atari manufactured 12 million Pac-Man cartridges.” Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 227. 10 “7 million, with 12 million cartridges produced…” Buchanan, Levi, (August 27th 2008). Top 10 Best-Selling Atari 2600 Games. IGN. http://uk.retro.ign.com/articles/903/903024p1.html, accessed November 5th 2011. 11 Arnie Katz (founder of Electronic Games Magazine): “Pac-Man...was a terrible job. It was amazing that they produced such a flickery, unresponsive game. And although they sold many copies, paradoxically the more copies they sold, the more people they turned off.” Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 236 12 “The VCS Pac-Man cartridge had only 4K, a quarter of the ROM [of the original]…The company pressured him to use this incomplete version…so that the game could be released for [Christmas 1981].” Montfort, Nick and Bogost, Ian, (2009). Racing the Beam. Cambridge, Mass.: MIT Press, (ISBN: 026201257X), pp. 67, 76 13 Ray Kassar (former head of Atari): “He called me and said I’ve guaranteed Spielberg $25 million to work on this project.” Donovan, Tristan, (2010). Replay: The History of Video Games. Yellow Ant Media Ltd (ISBN: 0956507204), pp. 109 14 “I get a call saying, "Hey, can you do E.T. in, like, five weeks?" No one had ever done a game in less than six months or so.” Phipps, Keith, (2005). Howard Scott Warshaw. The A.V. Club. http://www.avclub.com/articles/howard-scott-warshaw,13912/, accessed November 5th 2011. 15 “No one had ever done a game in less than six months or so.” Ibid. 16 “E.T. has been ranked, more than once, as the worst video game of all time.” Montfort, Nick and Bogost, Ian, (2009). Racing the Beam. Cambridge, Mass.: MIT Press, (ISBN: 026201257X), pp. 127 17 Ray Kassar: "Then [Steve Ross, Warner CEO] ordered us to produce almost 5 million of these games. I told him "Steve, that's crazy. We never make five million of a product unless we have some market testing." He said, "Well, it's going to be a big hit because of Spielberg and E.T." So we made five million and practically all of them came back." Kent, Steven L., (2001). The Ultimate History of Video Games. Roseville, Calif.: Prima, (ISBN: 0761536434), pp. 238. 18 “The company has dumped 14 truckloads of discarded game cartridges and other computer equipment at the city landfill in Alamogordo, N.M.” (September 28th 1983). Atari Parts Are Dumped. New York Times, pp.D4 Niall Rutherford Page 4 IB History Internal Assessment – Sample from the IST via www.activehistory.co.uk The 2600 was then further undermined by Coleco, who released the Colecovision in 1982 packaged with a version of the popular arcade game Donkey Kong. Their license exclusivity and the high technical specifications of the console helped them sell over a million systems by Easter 1983.19 The Atari 5200 (released in 1982 as a technical successor to the 2600) was as a commercial failure20 due to competition not only with Mattel's Intellivision and Coleco but also with the 2600 itself. In an attempt to salvage the situation Atari bought licenses for arcade games, but Coleco's aggressive bidding tactics cost Atari millions.21 Throughout 1982 many companies followed in the footsteps of successful third-party publisher Activision, founded by four disgruntled ex-Atari employees. These publishers had free rein to produce whatever games they wanted for the 2600 since Atari had no power to control the quality of these games.22 23 The flood of poorly produced games24 left consumers dissatisfied with the console whilst Activision's successes25 undermined Atari's power as a brand, especially concerning the poor quality of their two biggest 1982 releases. Crash In December 1982, Atari announced a 10-15% growth projection, short of the 50% growth that executives were indicating beforehand.26 Investors were shocked, and the bubble burst.
Recommended publications
  • Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
    UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy.
    [Show full text]
  • ELA 8Th Grade Week 3 (4/27 – 5/1) Clemens &
    ELA 8th Grade Week 3 (4/27 – 5/1) Clemens & Gay Name: _____________________________ Context Clues 2.2 Directions: read each sentence and determine the meaning of the word using cross sentence clues or your prior knowledge. Then, explain what clues in the sentence helped you determine the word meaning. 1. Degrade: Suzie’s mother taught her to never let anyone degrade her, so now she demands respect in all of her relationships. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 2. Frivolous: My mom wanted to get the red napkins for the party and my dad wanted the blue napkins, but I’m not even concerned about such frivolous things. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 3. Discontent: If we use the red napkins, my mom will be happy but my dad will be discontent. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 4. Morsel: The dogs were so hungry that they would have killed one another for a morsel of meat. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 5. Fretful: My mom always worries about my grades and the colleges that I’ll be able to attend, but if she were a little less fretful she’d be a lot more fun. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 6. Appall: John had seen horror movies before, but when he saw Bloodcore 6, he was so appalled by the bloodshed that he wrote the newspapers warning parents not to allow their children to see this movie.
    [Show full text]
  • Retro Gamer Speed Pretty Quickly, Shifting to a Contents Will Remain the Same
    Untitled-1 1 1/9/06 12:55:47 RETRO12 Intro/Hello:RETRO12 Intro/Hello 14/9/06 15:56 Page 3 hel <EDITORIAL> >10 PRINT "hello" Editor = >20 GOTO 10 Martyn Carroll >RUN ([email protected]) Staff Writer = Shaun Bebbington ([email protected]) Art Editor = Mat Mabe Additonal Design = Mr Beast + Wendy Morgan Sub Editors = Rachel White + Katie Hallam Contributors = Alicia Ashby + Aaron Birch Richard Burton + Keith Campbell David Crookes + Jonti Davies Paul Drury + Andrew Fisher Andy Krouwel + Peter Latimer Craig Vaughan + Gareth Warde Thomas Wilde <PUBLISHING & ADVERTISING> Operations Manager = Debbie Whitham Group Sales & Marketing Manager = Tony Allen hello Advertising Sales = elcome Retro Gamer speed pretty quickly, shifting to a contents will remain the same. Linda Henry readers old and new to monthly frequency, and we’ve We’ve taken onboard an enormous Accounts Manager = issue 12. By all even been able to publish a ‘best amount of reader feedback, so the Karen Battrick W Circulation Manager = accounts, we should be of’ in the shape of our Retro changes are a direct response to Steve Hobbs celebrating the magazine’s first Gamer Anthology. My feet have what you’ve told us. And of Marketing Manager = birthday, but seeing as the yet to touch the ground. course, we want to hear your Iain "Chopper" Anderson Editorial Director = frequency of the first two or three Remember when magazines thoughts on the changes, so we Wayne Williams issues was a little erratic, it’s a used to be published in 12-issue can continually make the Publisher = little over a year old now.
    [Show full text]
  • Gamasutra - Features - the History of Activision 10/13/11 3:13 PM
    Gamasutra - Features - The History Of Activision 10/13/11 3:13 PM The History Of Activision By Jeffrey Fleming The Memo When David Crane joined Atari in 1977, the company was maturing from a feisty Silicon Valley start-up to a mass-market entertainment company. “Nolan Bushnell had recently sold to Warner but he was still around offering creative guidance. Most of the drug culture was a thing of the past and the days of hot-tubbing in the office were over,” Crane recalled. The sale to Warner Communications had given Atari the much-needed financial stability required to push into the home market with its new VCS console. Despite an uncertain start, the VCS soon became a retail sensation, bringing in hundreds of millions in profits for Atari. “It was a great place to work because we were creating cutting-edge home video games, and helping to define a new industry,” Crane remembered. “But it wasn’t all roses as the California culture of creativity was being pushed out in favor of traditional corporate structure,” Crane noted. Bushnell clashed with Warner’s board of directors and in 1978 he was forced out of the company that he had founded. To replace Bushnell, Warner installed former Burlington executive Ray Kassar as the company’s new CEO, a man who had little in common with the creative programmers at Atari. “In spite of Warner’s management, Atari was still doing very well financially, and middle management made promises of profit sharing and other bonuses. Unfortunately, when it came time to distribute these windfalls, senior management denied ever making such promises,” Crane remembered.
    [Show full text]
  • Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
    Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers.
    [Show full text]
  • Ready Player One by Ernest Cline
    Ready Player One by Ernest Cline Chapter 1 Everyone my age remembers where they were and what they were doing when they first heard about the contest. I was sitting in my hideout watching cartoons when the news bulletin broke in on my video feed, announcing that James Halliday had died during the night. I’d heard of Halliday, of course. Everyone had. He was the videogame designer responsible for creating the OASIS, a massively multiplayer online game that had gradually evolved into the globally networked virtual reality most of humanity now used on a daily basis. The unprecedented success of the OASIS had made Halliday one of the wealthiest people in the world. At first, I couldn’t understand why the media was making such a big deal of the billionaire’s death. After all, the people of Planet Earth had other concerns. The ongoing energy crisis. Catastrophic climate change. Widespread famine, poverty, and disease. Half a dozen wars. You know: “dogs and cats living together … mass hysteria!” Normally, the newsfeeds didn’t interrupt everyone’s interactive sitcoms and soap operas unless something really major had happened. Like the outbreak of some new killer virus, or another major city vanishing in a mushroom cloud. Big stuff like that. As famous as he was, Halliday’s death should have warranted only a brief segment on the evening news, so the unwashed masses could shake their heads in envy when the newscasters announced the obscenely large amount of money that would be doled out to the rich man’s heirs. 2 But that was the rub.
    [Show full text]
  • RUSQ Vol. 58, No. 4
    THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York.
    [Show full text]
  • Classic Gaming Expo 2005 !! ! Wow
    San Francisco, California August 20-21, 2005 $5.00 Welcome to Classic Gaming Expo 2005 !! ! Wow .... eight years! It's truly amazing to think that we 've been doing this show, and trying to come up with a fresh introduction for this program, for eight years now. Many things have changed over the years - not the least of which has been ourselves. Eight years ago John was a cable splicer for the New York phone company, which was then called NYNEX, and was happily and peacefully married to his wife Beverly who had no idea what she was in for over the next eight years. Today, John's still married to Beverly though not quite as peacefully with the addition of two sons to his family. He's also in a supervisory position with Verizon - the new New York phone company. At the time of our first show, Sean was seven years into a thirteen-year stint with a convenience store he owned in Chicago. He was married to Melissa and they had two daughters. Eight years later, Sean has sold the convenience store and opened a videogame store - something of a life-long dream (or was that a nightmare?) Sean 's family has doubled in size and now consists of fou r daughters. Joe and Liz have probably had the fewest changes in their lives over the years but that's about to change . Joe has been working for a firm that manages and maintains database software for pharmaceutical companies for the past twenty-some years. While there haven 't been any additions to their family, Joe is about to leave his job and pursue his dream of owning his own business - and what would be more appropriate than a videogame store for someone who's life has been devoted to collecting both the games themselves and information about them for at least as many years? Despite these changes in our lives we once again find ourselves gathering to pay tribute to an industry for which our admiration will never change .
    [Show full text]
  • New Joysticks Available for Your Atari 2600
    May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill.
    [Show full text]
  • Act-82Catalog
    THE ACTIVISION@ ADVENTURE Put an Activision !!> video game into your Atari !!> Video Computer System™or your Sears Tele-Games!!> Video Arcade~ and expect an experience incredibly involving for your mind and senses. Sports games. Strategy games. Action games. And more. All so amazingly realistic, you'll truly believe -we put you in the game. cUV1s10M. Atari• ond Video Computer System™ ore registered trademarks of Atari, Inc. Tele-Gomes* and V1deo Arcade™ ore trademarks of Seors, Roebuck and Co ACTION GAMES Designed by Steve Cartwright. This Designed by Alan Miller. You 're in game is a space nightmare! Imagine, the cockpit of a mighty intergalactic if you can, fighting off multiple waves spacecraft. Your mission : Defend your of the strangest objects ever to defy starbases against attacking enemy Available, the laws al gravity. And there's no starfighters. Galactic charts pinpoint September 1982 rest. Celestial dice, spinning bow-ties, enemy torgets. Meteor showers slow furious flying widgets and even hostile your attack. And enemy particle hamburgers. If it's not one " thing;· cannons can quickly send you limping it's another. And they can drop round home to your orbiting starbase for after round of deadly disintegrators. repairs. Computer reodauts reveal You 'd better hope you ond your energy levels, ship damage and more. courage are wide owoke when you Without a doubt, Starmaster™ by play MegaMonia™ by Activision ~ Activision is one of the most thrilling video game experiences of the yearl 1111111 ifl 'I 'I r - ""' Designed by Dovid Crane. Seek Designed by Bob Whitehead. You're out the lost treasures of an Ancient flying escort far a truck convoy of Civilization hidden deep within the for· medical supplies.
    [Show full text]
  • Premiere Issue Monkeying Around Game Reviews: Special Report
    Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah.
    [Show full text]
  • UC Irvine UC Irvine Previously Published Works
    UC Irvine UC Irvine Previously Published Works Title Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry Permalink https://escholarship.org/uc/item/1x80x49m Authors Boellstorff, Tom Soderman, Braxton Publication Date 2017-08-07 DOI 10.1177/1555412017721839 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Original Manuscript Games and Culture 1-24 ª The Author(s) 2017 Transplatform: Culture, Reprints and permission: sagepub.com/journalsPermissions.nav DOI: 10.1177/1555412017721839 Context, and the journals.sagepub.com/home/gac Intellivision/Atari VCS Rivalry Tom Boellstorff1 and Braxton Soderman2 Abstract In this article, we develop the concept of “transplatform” to contribute to platform studies. We analyze the rivalry between the Atari Video Computer System (VCS)— the best-known member of the “second generation” of home videogame consoles— and Intellivision, which was the Atari VCS’s key competitor for most of this period. Through this analysis, we hope to provide conceptual tools for rethinking the notions of platform, culture, and context in platform studies. In particular, we seek to link the two main ways platforms are currently understood—“computing platforms” like the Atari VCS or Flash and “social platforms” like FaceBook or YouTube. Online sociality is increasingly “platform sociality” in some form. Understanding platforms not just in “context,” but as shaped by rivalries not ontologically subsequent to the platforms themselves, is vital to responding to these emerging formations. Keywords platform studies, video games, context, rivalry, history, culture 1 Department of Anthropology, University of California, Irvine, CA, USA 2 Department of Film and Media Studies, University of California, Irvine, CA, USA Corresponding Author: Tom Boellstorff, Department of Anthropology, University of California, Irvine, CA 92697, USA.
    [Show full text]