Englewood, N.J.,
teen-agers play video hockey game on an enlarged TV
screen
The coin eaters
are more challenging, but the home sets black out General
Hospital
the blood is not real and
that the games are harmless fantasy. (Though it
is hard to deny that some of the fantasies are
fairly creepy. As Producer Frank Marshall admits,
when you lose your last citythere goes
Clevelandin Missile Command, "it's
depressing.") The sunny and cheerful
exception to the prevalent theme of electronic
Gotterdammerung, and one of the few games so far
that women play in large numbers, is Bally's Pac
Man. Pop psychologizers note that it is not a
game of shooting, butaha!engulfing.
It may also be the ultimate eating disorder; the
player directs a happy-looking yellow disc around
a maze, as it gobbles cookie-shaped dots, and
tries to avoid some not-very-menacing monsters.
It is by no means easy to play, though some men
feel it is unworthy of serious attention because
it has only one hand control. Linda Starkweather,
29, who runs a beauty salon in Union Park, Fla.,
got hooked on a Pac Man she discovered near by at
Jake's Ice Cream Shop. So did her two women
employees. Then they found another Pac Man at a
neighborhood sandwich shop and began straggling
back late from lunch hour.
When Starkweather found
herself struggling to limit herself at each
session to $3 or $4, the obvious next step was to
install a Pac Man in her shop. "We've spent
all our tips already this morning," she
said-not long ago, laughing. Ann Williams, one of
her former operators and now a Tupperware
saleswoman, calls herself a "closet
Pacperson." She admits to spending $15 on
one session, and although for a while she didn't
tell her husband, she feels no guilt: "It's
my money; I earned it. There's not a lot of fun
things in life. It's taken away my boredom. I've
never been as serious about anything as Pac
Man."
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Serious? Listen to Los
Angeles Screenwriter Jeffrey Alan Fiskin, who
discovered Pac Man earlier this year during the
Hollywood writers' strike: "Oh, pipe down,
all you fans of Asteroids and Defenders," he
wrote in California magazine. "Take your
arrested adolescence elsewhere!
We want
philosophical rigor, a metaphor for life
" The task of Pac Man, Fiskin notes
solemnly, is to clear a labyrinth, and as he
succeeds, he collects point-scoring rewards, all
very symbolic: first food in the form of fruit,
then keys"the key to wisdom, the key
to the next level; ah, the pure Jungian
simplicity of it." Fiskin warns that
"you will' pay and pay to learn the
intricacies of this labyrinth, these demons. The
parallel to psychoanalysis has, perhaps, not
escaped you..." Like many of the best
games, Pac Man is a Japanese design, and so far
Bally's Midway division, the U.S. licensee, has
produced 96,600 of the machines here (Asteroids
is second, at 70,000; and third, at 60,000, is
Space Invaders, the game that began the video
craze three years ago). Counterfeit machines sell
briskly, much to the displeasure of Bally's
lawyers, who are kept busy fighting copyright
infringements. Forging a Pac Man or Centipede
game is not much more complicated than pirating a
music cassette or videotape. A modern game may
require six $20 ROM 32-K chips, each of which
handles 32,000 bits of information. ROM means
"read only memory," and refers to a
permanently programmed chip, not one that can
"learn" and "forget"
information. Joel Gilgoff, owner of a four-store
arcade games supply chain called G.A.M.E.S., in
Van Nuys, Calif., says, "That amount of
memory rented for $50,000 a month six years
ago."
The waves of
color, shape and sound that crash about the ears
of the bedazzled
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player
are really incredibly lavish waves of information. Home
TV and such games as Space Invaders use a
"raster" TV monitor that forms images made of
tiny line segments; Asteroids, Space Fury and other games
use an "x-y" monitor that employs unbroken
lines. Each line on the TV screen is controlled by an
instruction from the machine's microprocessor. So is each
fragment of each sound. The player reads to the images on
the screen and the uproar in his ears, and waggles his
controls, which flash impulses to the microchips. The
machine depicts the player's maneuvers instantly, and
takes its own counter-measures a microsecond later, all
the while keeping score. In due course the dreaded
"Game Over" sign flashes, as the chips have
ordained. A
desk-top machine called an EPROM programmer (for Erasable
Programmable Read Only Memory) can steal the information
on a programmed chip and transfer it to a blank chip in
about one minute. EPROM units cost about $2,500, which is
a great improvement over the $1 million or more it takes
to develop a successful new game (see box). Thus it is
not hard for a counterfeiter to offer immediate delivery
and a price several hundred dollars lower than list.
Ten minutes ago, let's
say, Pac Man piratesyo, ho, ho and a chip of
ROM--did not exist. Now they are only one of the dangers
in a fast-shifting market in which hot-shot operators
whisper into the ears of kindly and greedy old
candy-store proprietors that the right game in a good
location can bring in $400 a week, or more than a strong
man can earn selling used cars. Put in one and you've got
a used-car salesman. Take ten and you have a tame
orthodontist on a leash. A few store and arcade owners
buy their own game machines, counterfeit or not, but most
give floor space to machines owned by distributors who
farm out and service hundreds of them. Store owners and
distributors generally split the take equally. In either
Video warrior
aglow in Disney film Tron
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