case
a machine usually must earn back its cost in a few weeks,
before local players "learn the board" and
are no longer interested. The $400 figure turns out, most
often, to be sucker bait, dangled to obscure the dreary
truths that markets are becoming saturated and that dud
games and obsolete good games bring in no money at all.
The fads whirl by so fast that Bally does not even
manufacture the historic game Space Invaders any more,
although fans buy used machines for sentimental reasons,
and many arcades keep one around as a gesture toward the
old days.
Wait a minute. Old days?
Historic Space Invaders? Just so. There is prehistory,
and that is pinball. (And, of course, in Japan there were
the jingly pachinko games.) Middle-aged arcade lurkers
learned from pinball the cool, bent-kneed stances and the
correct ominous angle at which to lip a toothpick.
Pinball cost a nickel and had no-K intelligence. It used
electromechanical kickers andtalk about
primitive!gravity for power. If you jostled too
much it tilled. The very I skillful pinball bandit would
lift the entire 500-lb. front ends of pinball games off
the floor and onto the toes of his Army boots, lessening
the incline of the table and foxing gravity. If he won 50
free games, as he was likely to, the blood stopped
flowing in his feet. Pinball is still around, although it
is not very lively.
Pong, invented by Atari's
founder, Nolan Bushnell, in the early 1970s, signaled the
dawn of video-game history. Electronic paddles slapped a
ballreally just a white blipback and forth
across a black-and-white TV screen. As Pong evolved, it
permitted you to play another person, or, and this was
the big excitement, the game would play you. Pong sold
enormously for a few months in 1973. And then died. It
was pushed into extinction not by a better game, but by
its own lack of intelligence; it took a bit of time to
master, but after that it was no challenge, and players
became bored.
Nothing much happened in the
arcades during the mid-'70s. Those were the Dark Ages:
people picked up their pizzas and trudged home. Magnavox
had marketed a console programmed so that some 20 games
could be played on home television, but the games were
not much more challenging than Pong. A line of Mattel
hand-held, battery-powered computer games was cleverly
engineered, but the games themselves were dull, and the
firm almost lost its shirt. Milton Bradley sold a good
handheld computer game called Blockbuster, in which the
player tried to break down a wall on a tiny video screen.
The firm also did well with a simple but clever computer
puzzler called Simon; and Texas Instruments made a
supposedly educational game called Speak & Spell that
used a voice simulator and talked to you. Chess
Challenger 7 made a good seven-level chess computer and
then complicated it unnecessarily with a voice simulator.
The industry seemed
fogbound until
|
This space intentionally left
blank |
Young gamesman battles
Atari at home |
Alien
Creatures in the Home As anyone who has watched
the gogglebox over the past six months knows, the
television networks sold almighty quantities of
advertising time to the makers of home video
games. During the pre-Christmas buying frenzy,
George Plimpton and that anonymous smug kid
argued between halves of everything except the
disarmament talks over whether the viewer should
spend his last dollar on Atari or Intellivision.
The commercial blitz paid off for all of the home
console manufacturers. Mattel shipped more than
600,000 Intellivision units, a 300% rise from
1980. And Atari's Chairman, Raymond E. Kassar,
said sales were "a magnitude beyond"
earlier figures. Said he: "We all go to bed
dreaming we'll have the kind of Christmas
sell-through that we had this year." This
triumph of TV ads manship seems at first hoot
almost suicidal for the networks: for every one
of the games that is in play, one television set,
to which it must be hooked, is unavailable to
receive General Hospital, The Dukes of Hazzard,
and much needed information about what kind of
snow tire and no-qual beer to choose. Has the
tube at last succeeded in strangling itself?
Or do the network
ponderosos know something? Are the home video
games really not that good?
The view here,
meticulously opinionated and scrupulously
unscientific, is that the home game systems and
the cartridges that plug into them range from
fairly good to fairly disappointing. None is
within a light-year of the best arcade games in
color, sound or action. Manufacturers seem to be
aware of these shortcomings; add-on voice
simulators and cartridges to work them are on the
way, and Atari promises a $349 unit that will
give its console powerful additional circuitry.
Three firms now
dominate the console market. None of them accepts
game cartridges made for the other two.
Magnavox's Odyssey 2 costs about $200 for the
basic console and $15 to $50 for cartridges. It
has good joystick controls, but otherwise is not
very satisfactory. The console incorporates a
typewriter keyboard, but not much use is made of
it in the game cartridges. Graphics seem
perfunctory, and the games generally are too
shallow to interest adults. Dynasty, a promising
maze puzzle based on the Chinese game Go, is 'too
easy to be interesting. Crypto-logic is a
not-very-mystifying letter substitution code.
Alien InvadersPlus shows one imaginative
quirk, a tiny figure that flees in terror when
its fortress is destroyed, but otherwise is an
uninspired copy of Space Invaders.
The brightest and
most imaginative graphics and sound effects in
the industry are Intellivision's. The most
rousing sight in home video is the between
innings sequence of Intellivision's Baseball, in
which, to the sound of cheers, one team trots in
to the bench and the other sprints out to the
field. The game soon becomes tedious, however,
partly because of awkward hand controls (which
hamper a good skiing cartridge) and partly
because not enough of baseball's delightful
complications are programmed in. It is not
possible to catch a fly ball. A Poker and
Blackjack cassette is fun to see once, but poor
in concept, since neither game works unless money
is at stake. Intellivision always puts on a
handsome show, but a random sample shows that it
has not yet learned to play a really good game.
Atari's hand
controls, too, are poor for a console that costs
$150. Cartridges are $18 to $38. But they raise
blisters on both adults and teen-agers, and that
doesn't happen unless a game is fascinating.
Atari has good simplifications of Space Invaders
and Asteroids, and a good Missile Command.
A firm called
Acti-Vision makes $23 cartridges that fit Atari's
console, and will soon make them for
Intellivision. Acti-Vision's Laser Blast is a
good fast-reflex game in which the player himself
is the space invader. Its Tennis has a couple of
good illusionsthe ball bounces
realistically on the courtbut no effective
simulation of hitting the ball, and no
distinction between serves and ground strokes.
Like too many cartridges for all three systems.
Tennis is likely to be played twice and
forgotten.
|
This space intentionally left
blank |
|