Beating
the Game Game Of the hundreds of video
games introduced each year, most flop utterly, as
if their screens and chips gave out algebra rays
or tax-audit emanation. A few do moderately well.
And once every year or so a new game jumps into
the public's lap and licks its face, and proves
so endearing that money in unbelievable abundance
falls on the heads of it's fortunate makers. It
is very hard to predict which game will be a lap
jumper. Robert Mullane, president of Bally admits
that he was not impressed with his first view of
Pac Man, the company's most successful game.
"Who plays a maze game?" he remembers
thinking.
To
assist in divination, game companies bring in
packs of sockless teen-agers to play prototypes,
and hire as consultants professors of almost
anything - engineering, psychology, computer
science, possibly even medieval French
literature. At Bally, three teams of about 25
engineers, artists, computer programmers and game
developers work on translating ideas onto
intricate microchip circuitry. One project
started three years ago in Bally's Midway
division as a black-and-white game called Catch
40. A little man ran back and forth trying to
catch falling objects on his head. As the game
progressed, the objects fell faster and faster.
Early tests showed that the game grew too
difficult too quickly - the objects fell so fast
no one could catch them. "You were
arbitrarily deprived of playing," said
Martin Keane, Bally's director of technology.
"In the ideal situation, the player feels
it's his own fault that he lost." So Catch
40 lay on the shelf for two years.
"We
went dry for ideas," says John Pasierb,
Midway's chief electrical engineer. They needed
to give the little man, who had evolved into a
clown on a unicycle, another weapon to help him
deal with the falling balloons. Hank
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Ross, one of
Midway's founders got the idea of letting the
clown retrieve missed balls by kicking them back
into the air. It was decided that on the easy
first "rack" or skill level (some games
have as many as 20 racks), the clown would get
rid of balloons by popping them with a spike on
his hat. But on the second level, the balloons
would pile up on his head, so that successive
balloons would have a shorter distance to fall
from the top of the screen, and the clown would
have to pedal faster to get to them. To identify
racks as the game progressed, additional falling
objects were introduced - flowers, hats and beach
balls. While the pedaling clown was catching or
kicking these, it was decided there should be
occasional hazards too: some of the thrown
objects could be anvils that he would have to
avoid. Scratch that, said someone: you cannot
throw anvils. So eventually, bombs were
substituted. (In the violent idiom of video
games, this makes perfect sense.) Hank Ross had another idea
that everyone hoped would give the game a last,
irresistible quirk of personality. This is known
in the business as "the tweak." He
proposed having Bally's enormously popular Pac
Man, a dot-gobbling yellow disc, help the player
by eating balloons on the clown's head. And so it
came to pass, and a sneak preview was held at a
local arcade. The results, after all of this
R.&D., were disastrous. The game, renamed
Kick, took too long to play and thus took in too
few quarters. To remedy this, the rate of fall of
the balloons was slightly speeded up.
Some time early
this year, after furious tinkering with the game,
Kick will be shipped to distributors and then
will appear in the arcades. Bally's development
people think it's fun, but right now, no one has
any idea whether it will be a lap jumper or a
puddle maker. "This is the most democratic
business in the world," says Mount Prospect,
Ill., Arcade Owner Bill Herman. "You got a
ballot box, and people vote with their
quarters."
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