Otras Empresas Intentaron Sumarse Al Éxito De Pong Imitando Descaradamente El Juego De Atari

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Otras Empresas Intentaron Sumarse Al Éxito De Pong Imitando Descaradamente El Juego De Atari CAPÍTULO III UNA HISTORIA DEL VIDEOJUEGO Bolas caseras - Otras empresas intentaron sumarse al éxito de Pong imitando descaradamente el juego de Atari. Incluso la propia empresa californiana versionó su juego para cuatro jugadores (Quadropong) o llevándolo a otros juegos de campo como el voleibol (Rebound). Atari sabía sobradamente que su capacidad de innovación no podía ser igualada y disfrutaba de su posición hegemónica. - Estructuralmente, Atari funcionaba por objetivos, que siempre cumplía con creces, y con cierta anarquía entre sus trabajadores, a los que no controlaba su modo de vestir o sus horarios de trabajo. Su manifiesto empresarial bebía directamente del movimiento jipi, pero en cuestión de compromiso laboral nadie ganaba a aquellos jóvenes veinteañeros apasionados de su trabajo (aquí hago un comentario al respecto: esta industria ha sobreexplotado durante mucho tiempo a sus trabajadores escudándose en su pasión, una lacra que aún continúa en el presente, con horarios inhumanos y una evidente sobrecarga de trabajo en muchas empresas. Véase el respecto el caso de Electronic Arts). - Atari continuó desarrollando juegos impensables para sus rivales. Desafiaron a los jugadores de las recreativas a pilotar a contrarreloj entre meteoritos con Space Race; con Gotcha, Al Alcorn, el creador de Pong (no olvidemos, versionado del juego PingPong de la Magnavox Odyssey), recrearon el típico juego del pillapilla; en Qwack armaron a los jugadores con pistolas de luz para cazar patos virtualmente. Sola la empresa Nutting Associates siguió, aunque más lentamente, el ritmo de Atari. Su Missile Radar tuvo una buena aceptación y muy pronto sirvió a Atari para su versión mejorada en Missile Command. El juego de Atari de 1974, Gran Trak 10 se convirtió en su título más vendido tras Pong. Antes, la empresa se había globalizado creando Atari Japan en 1973, una aventura fracasada por las diferencias empresariales japonesas, el proteccionismo a su propia industria y una distribución que desconfiaba de los productos americanos. Para colmo, el juego de Taito, Speed Race (Tomohiro Nishikado), comercializado en EE.UU por Bally Midway, fue un rotundo éxito internacional, dando los primeros visos del potencial real de Japón en esta industria. Atari tuvo que vender su filial japonesa a Nakamura Manufacturing, posteriormente Namco en 1977, que consiguió, además, la exclusiva de los juegos de Atari en Japón. La odisea japonesa dejó a Atari muy débil, pero Bushnell volvió a hacer magia. - Así, mientras tanto, en Estados Unidos, Atari había creado una empresa ficticia llamada kee Games. La idea de Bushnell era vender sus juegos a las distribuidoras de la competencia –ya que existía un acuerdo tácito entre ciertas distribuidoras y los fabricantes de máquinas recreativa que obligaba a éstas a ponerse en sus manos. Tras sortear las restricciones del sistema de distribución, la empresa ficticia de Atari consiguió el gran éxito que necesitaban, Tank, un juego para dos jugadores en el que había que pilotar tanques por un laberinto infestado de minas. Este éxito revigorizó a Atari, le permitió sufragar los gastos de su empresa ficticia y les dejó bien pertrechados para su próxima aventura: el lanzamiento de una versión de Pong para el hogar. - La idea era mejorar la Odyssey, de quien ya copiaron su éxito, utilizando circuitos integrados. A pesar de su precio, Atari consideró la posibilidad de que bajaran en un futuro próximo, lo que les permitiría introducir una consola en los hogares de medio mundo a un precio razonable. La cadena de grandes almacenes Sears Roebuck cerró un acuerdo con Atari para distribuir la consola en la Navidad de 1975. La consola marcó una segunda ola de pongmanía, transformando a Atari en una marca familiar. Los competidores de Atari se beneficiaron de la llegada del microchip AY38500, un invento que les permitía producir un Pong sin necesidad de diseñar un circuito integrado desde cero. Las consecuencias del microchip no pararían aquí. Un nuevo tipo de chip, un microprocesador, remodelaría la industria del videojuego y también la naturaleza de los juegos. .
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