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	<title>Game Design Ireland &#187; Atari</title>
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		<title>Gaming Sidenote: Atari’s Garbage is Big News Apparently?</title>
		<link>http://www.gamedesignireland.ie/?p=1233</link>
		<comments>http://www.gamedesignireland.ie/?p=1233#comments</comments>
		<pubDate>Fri, 09 May 2014 12:30:49 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Gaming Sidenote]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[E.T. The Extra-Terrestrial]]></category>
		<category><![CDATA[Fuel Entertainment]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Video Game Crash]]></category>
		<category><![CDATA[Video Game History]]></category>

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		<description><![CDATA[<p>So for the last two weeks there have been numerous articles from multiple sources detailing the exploits of a documentary crew, set to bust a long held urban myth of the video game industry. The supposed burial of countless numbers of unsold cartridges of the legendary poor E.T. the Extra-Terrestrial video game. A game that [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1233">Gaming Sidenote: Atari’s Garbage is Big News Apparently?</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-1239" alt="Atari’s Garbage is Big News Apparently" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/05/Atari’s-Garbage-is-Big-News-Apparently.png" width="739" height="195" />So for the last two weeks there have been numerous <a title="E.T.Found In New Mexico Landfill" href="http://kotaku.com/e-t-found-in-new-mexico-landfill-1568100161" target="_blank">articles</a> from multiple sources detailing the exploits of a documentary crew, set to bust a long held urban myth of the video game industry. The supposed burial of countless numbers of unsold cartridges of the legendary poor<a title="E.T. the Extra-Terrestrial Wikipage" href="http://en.wikipedia.org/wiki/E.T._the_Extra-Terrestrial_(Atari_2600)" target="_blank"> <i>E.T. the Extra-Terrestrial</i></a> video game.<span id="more-1233"></span> A game that was made in less than two months and cost the company $125 million dollars to produce, with a sizeable amount going towards gaining the movie rights. It was billed to be the smash hit for the Christmas season based on the success of the Spielberg’s summer blockbuster. However due to the limited development time and the rush to market the game ended up been a complete failure. The sales figures seemed promising at first with 1.5 million cartridges sold but with 3 to 4 million still unsold it resulted in Atari posting a big loss for the end of 1982. The resulting failure of <i>E.T.</i> and other titles such as the console port of <i>Pac-Man</i> would eventually lead to Atari’s downfall and the industry <a title="Compendium: Crash of 83′ The Bust" href="http://www.gamedesignireland.ie/?p=597" target="_blank">crash of 83’</a>.  <i>E.T.</i>’s contribution to Atari’s financial wows is a fairly cut and dry issue. What would become the question that was debated over the next few decades is what did Atari do with all those unsold cartridges?</p>
<p><img class="aligncenter size-full wp-image-1237" alt="Atari’s Garbage is Big News Apparently Images 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/05/Atari’s-Garbage-is-Big-News-Apparently-Images-01.png" width="739" height="416" /></p>
<h2><em>&#8220;The games developer Howard Scott Warshaw has openly embraced the attention his game has received negative or not, he&#8217;s just happy it’s still talked about.&#8221;</em></h2>
<p>The answer as proven by the documentary crew on the <a title="Diggers Find Atari's E.T. Games In Landfill" href="http://www.npr.org/templates/story/story.php?storyId=307031037" target="_blank">26<sup>th</sup> of April</a>, yes Atari did buried the unsold <i>E.T.</i> cartridge among some other titles. Over 700,000 cartridges were exhumed form the landfill site in Alamogordo, New Mexico. The one thing that I can’t get my head around with all the news coverage on this issue is why this is such a big reveal. A company deposing unsold or faulty merchandise in a landfill is not all that unusual. Of course over time the story has been elaborated on and given an altered narrative. The story of a company so ashamed of their failure that in the dead of night they buried the games in the middle of the desert and sealed it off with concrete to forever entomb the worst video game ever made. The real story is far more mundane that sees a company bury merchandise in a standard landfill close to the company warehouse and seal it with concrete to stop local kids trying to dig it up. In fact if the documentary crew had done a bit of research they would have found a New York Times <a title="Atari Parts Are Dumped" href="http://www.nytimes.com/1983/09/28/business/atari-parts-are-dumped.html" target="_blank">article</a> archived from September of 1983 that reported on the dumping of the cartridges at the New Mexico landfill site. I have to wonder how Fuel Entertainment the documentary crew behind all this is going to produce a full length feature out of it. Microsoft believes in it so much so that they partnered up with the crew for the event and will be releasing the documentary as part of their new <a title="Xbox Originals: Coming Soon to a Screen Near You" href="http://news.xbox.com/2014/04/ent-xbox-originals-unveil" target="_blank">Xbox Originals</a> programme series, set to start up next month.</p>
<p><img class="aligncenter size-full wp-image-1238" alt="Atari’s Garbage is Big News Apparently Images 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2014/05/Atari’s-Garbage-is-Big-News-Apparently-Images-02.png" width="739" height="416" /></p>
<h2><em>&#8220;What couldn&#8217;t be sold in 1983 might find some interested buyers in 2014, with the unearthed cartridges planning to be sold off.&#8221;</em></h2>
<p>It’s almost comic how excited the video game community was over the discovery of some rubbish Atari threw out over 30 years ago. What’s next the mystery of what happened to all those Nokia N-gage’s that were shipped but never sold or riffling through the dumpster at Valve to find any mention of Half Life 3. Not to say that the documentary crew’s efforts were wasted but why finding these cartridges was such a massive reveal, puzzles me when all that was exposed was a company following standard procedure in finding a cheap way to dispose of unwanted merchandise.</p>
<h1>By <a title="My Website" href="http://gamingaficionado.org/" target="_blank">Colm O&#8217;Sullivan</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=1233">Gaming Sidenote: Atari’s Garbage is Big News Apparently?</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Rise of PC Gaming</title>
		<link>http://www.gamedesignireland.ie/?p=679</link>
		<comments>http://www.gamedesignireland.ie/?p=679#comments</comments>
		<pubDate>Wed, 27 Nov 2013 12:39:26 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Adventure Games]]></category>
		<category><![CDATA[Apple II]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[BBC Micro]]></category>
		<category><![CDATA[Commodore]]></category>
		<category><![CDATA[Commodore 64]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Sierra Entertainment]]></category>
		<category><![CDATA[Sinclair Research]]></category>
		<category><![CDATA[Ultima]]></category>
		<category><![CDATA[Video Game History]]></category>
		<category><![CDATA[ZX Spectrum]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=679</guid>
		<description><![CDATA[<p>While the console market in North America was entering into the worst financial period in it&#8217;s short history, the European PC market was on the rise. Although it was computers that originally helped spawn the first video games with the likes of Spacewar! being developed on a PDP-1 computer in the early 60’s. Video games [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=679">Compendium: The Rise of PC Gaming</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-683" alt="The Rise of PC Gaming" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/11/The-Rise-of-PC-Gaming.png" width="739" height="195" />While the console market in North America was entering into the worst financial period in it&#8217;s short history, the European PC market was on the rise. Although it was computers that originally helped spawn the first video games with the likes of <i>Spacewar!</i> being developed on a PDP-1 computer in the early 60’s. Video games built on those type of machines where limited to universities and technology labs, due to their immense size and cost.<span id="more-679"></span> It wasn’t until the late seventies when companies like Apple and Commodore started to manufacture their range of microcomputers that the general public could afford and operate without vast engineering experience. The Apple II and the Commodore PET retailed for around $1,000, which at the time was still a large investment for someone to make for a technological device. Although consoles where cheaper at the time available for a quarter of the price, however whereas consoles only had one function that was to play games. The new wave of microcomputers could play games but also be used as an educational and business tool which appealed to many consumers.</p>
<p><img class="aligncenter size-full wp-image-681" alt="The Rise of PC Gaming Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/11/The-Rise-of-PC-Gaming-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;Computers prior to the 70&#8217;s cost hundreds of thousands and would only be accessible to computer scientists, whereas companies like Apple and Commodore looked to create a more user friendly and affordable option&#8221;</em></h2>
<p>This growing market was not lost on the big console manufacturers such as Atari. In 1979 they launched their range of PC’s the Atari 400 and 800, built using the same hardware architecture used in their video game consoles. The PC’s that Atari produced would eventually result in the poor sales of their future consoles, effectively becoming their own competitor. The early 80’s saw a massive boost in the PC industry with a price drop for most computers making them more affordable to the general public. The most popular at the time was the Commodore 64 that would dominate the PC market following its launch in 1982, with over 2 million units sold year on year. The high number of units and overall market share made the PC and ideal device for game developers to produce games for.</p>
<p>Text based adventure games had being the dominate genre of video games that where developed for the PC during the 70’s, with <i>Adventure</i> and <i>Zork</i> among the more well-known titles. However with the increasing power of the hardware of the PC in the early 80’s, game developers could attempt to create more sophisticated games. The one advantage the PC had over it&#8217;s console competitors was the superior memory and graphical capabilities. This allowed for more impressive visuals and the ability for players to save their game playthroughs, something that was impossible on console or arcade machines where the player would generally start from the beginning every time they returned to a game. Large scale RPG (Role Playing Game) titles such as <i>Ultima</i> and <i>The Bard’s Tale</i> demonstrated the powerful capabilities of the PC.  Major publisher Sierra Entertainment grew out of the early 80’s boom in the PC based adventure and RPG style games. <i>The King’s Quest</i> franchise helping them rise to the top of the industry until their eventually decline in the new millennium.</p>
<p><img class="aligncenter size-full wp-image-682" alt="The Rise of PC Gaming Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/11/The-Rise-of-PC-Gaming-Image-02.png" width="739" height="416" /></p>
<h2><em>&#8220;The ZX Spectrum unique graphical look is due to the limitations of the hardware unable to store the colour information for each individual pixel&#8221;</em></h2>
<p>The video game crash of 83’ had being relativity confined to the North American market, with Europe to a large extent unaffected. This was in part due to the PC being a far more popular gaming device there, more than any of the major consoles available at the time. British companies enjoyed a great period of growth with Sinclair Research developing the very successful ZX Spectrum and Acorn Computers producing the BBC Micro. This lead many budding video game developers to look to the PC market as the ideal platform to develop for with a large consumer base and more powerful hardware then the console at the time. The British video game industry would see a number of new companies and developers get their start in the video game industry by developing for British made PC’s. Matt Smith and his game <i>Manic Miner</i> being one of the more popular.</p>
<h1>Insert Coin To Continue&#8230;</h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=679">Compendium: The Rise of PC Gaming</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: Crash of 83&#8242; The Bust</title>
		<link>http://www.gamedesignireland.ie/?p=597</link>
		<comments>http://www.gamedesignireland.ie/?p=597#comments</comments>
		<pubDate>Wed, 30 Oct 2013 12:24:55 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[E.T. The Extra-Terrestrial]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Pac-Man]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Pitfall!]]></category>
		<category><![CDATA[Third Party Developers]]></category>
		<category><![CDATA[Video Game Crash]]></category>
		<category><![CDATA[Video Game History]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=597</guid>
		<description><![CDATA[<p>The year of 1982 was a dark period for the video game industry. Early in the year the port of the popular arcade game Pac-Man was released. Atari bet on the game selling well and thus produced 12 million cartridges, however in the end it only sold 7 million units. Atari were facing into a [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=597">Compendium: Crash of 83&#8242; The Bust</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-600" alt="Video Game Crash of 83' The Bust" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Video-Game-Crash-of-83-The-Bust.png" width="739" height="195" />The year of 1982 was a dark period for the video game industry. Early in the year the port of the popular arcade game Pac-Man was released. Atari bet on the game selling well and thus produced 12 million cartridges, however in the end it only sold 7 million units. Atari were facing into a bleak financial period and would soon to be facing completion from within.<span id="more-597"></span> In 1979 a group of prominent Atari video game developers left the company and formed Activision. The group had become disgruntled at the lack of credit and financial reward for the creators of Atari’s successful titles. Activision was one of the first third party developers making games for other manufactures consoles.</p>
<p>In 1982 they released Pitfall! on the Atari 2600, the game was a major success although Atari didn’t see any of the money that it generated. Atari had filled a lawsuit against Activision when the company was formed, arguing that the formation of Activision as a third party developer didn’t have a legal basis. In 1982 the court case went in favour of Activision and set a precedence for the establishment of third party developers. Following in the footsteps of Activision a host of new video game companies where established producing games for various consoles with the manufactures having no creative or financial control. Although Activision always produced high quality titles many others looked simple to cash in on the growing video game craze and some saw it as a cheap advertisement opportunity. Companies such as Quaker Oats who where a food manufacture hired developers to make games that often focused more on promoting the companies brand then actual gameplay. The most infamous in this wave of bad games was Chase Chucks Wagon which involved the player controlling a dog and eating dog food, the game was made by Purina a pet food company. At the time Atari had no licencing deals in place with these game developers and had no control on the creative process, any developer could make games for Atari console and not have to pay them any royalties.<img class="aligncenter size-full wp-image-598" alt="Video Game Crash of 83' Image 03" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Video-Game-Crash-of-83-Image-03.png" width="739" height="416" /></p>
<h2><em>&#8220;Chase Chucks Wagon started a long tradition of companies using poor and hastily produce video games to market their products&#8221;</em></h2>
<p>Atari needed to combat this flood of poor titles with a best seller of their own. The Atari executives felt that a popular movie tie in would be able to recoup their companies loses. The film they looked to was Steven Spielberg’s E.T. The Extra-Terrestrial. The licence for the film was obtained in July of 1982 with Atari later reported to have paid nearly $25 million for the rights. The developer Howard Scott Warshaw was then only given 5 weeks to build the game in order to release in time for the Christmas season. The game is often cited has one of the worst in the industry with poor gameplay, limited graphics and a non-existent narrative leading to the games failure. In the same manner as they had anticipated great success for their Pac-Man port again with E.T. The Extra-Terrestrial they overestimated how well the game would sell. The game did sell at 1.5 million units which was seen initially as a success but with over 3 million unsold cartridges once again Atari had gambled and lost. The unsold units rumoured to have been buried in a New Mexico landfill. It was the beginning of the end for Atari with the company continuing to struggle in an industry that was evolving at an ever increasing pace. Although Atari had the most high profile failures other video game manufactures failed to cope with the changing dynamics of the industry. Magnavox and Coleco both pulled out of the video game industry and others like Imagic went bankrupt and collapsed. The period of the early 80’s saw the industry grow out of control with companies forming and collapsing all in the hope of cashing in on the video game craze.<img class="aligncenter size-full wp-image-599" alt="Video Game Crash of 83' Image 04" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Video-Game-Crash-of-83-Image-04.png" width="739" height="416" /></p>
<h2><em>&#8220;Spielberg had originally asked Atari to make a Pac-Man like game, instead the developer felt that such a game would be to derivative&#8221;</em></h2>
<p>The crash if often referred to as the North American video game crash as the European and Asian markets felt little effect during this period. The European market was less interested in console gaming, with the personal computer being a much popular gaming device. Companies like Commodore and Sinclair having great success with their respective devices the Commodor64 and ZX Spectrum. In Japan a well establish toy manufacture was having great success with its new gaming console the Nintendo Famicom. The company would soon take advantage of the failing American console market and change how third party developers and console manufactures would work together. Nintendo would rebrand the Famicom console as the Nintendo Entertainment System and lead the way in the console market for the rest of the decade.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=597">Compendium: Crash of 83&#8242; The Bust</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: Crash of 83&#8242; The Bubble</title>
		<link>http://www.gamedesignireland.ie/?p=574</link>
		<comments>http://www.gamedesignireland.ie/?p=574#comments</comments>
		<pubDate>Wed, 23 Oct 2013 10:58:29 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[Pac-Man]]></category>
		<category><![CDATA[Video Game Crash]]></category>
		<category><![CDATA[Video Game History]]></category>

		<guid isPermaLink="false">http://www.gamedesignireland.ie/?p=574</guid>
		<description><![CDATA[<p>The video game industry currently is riding a wave of unprecedented economic success, with over $25 billion dollars in revenue being generate every year. However at one point in the industries rise to prominence it nearly all came crashing down with only a Japanese company coming to save the day. That company was Nintendo and [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=574">Compendium: Crash of 83&#8242; The Bubble</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-580" alt="Video Game Crash of 83' The Bubble" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Video-Game-Crash-of-83-The-Bubble.png" width="739" height="195" />The video game industry currently is riding a wave of unprecedented economic success, with over $25 billion dollars in revenue being generate every year. However at one point in the industries rise to prominence it nearly all came crashing down with only a Japanese company coming to save the day.<span id="more-574"></span> That company was Nintendo and from the ashes of the failed North American video game market they would come to dominate the industry for the next decade. The crash of 83’ was not the result of one failed company or one unsuccessful video game title. It was the result of a series of events that would culminate to take an industry that prior to 1983 was generating $3.2 billion in revenue a year to just over $100 million. A drop of 97 percent which was unheard of for any industry to fall so fast and with such a huge drop in revenue. The effects of that market drop still linger on today with industry stalwarts such as Atari never being able to fully recover and eventually filling for bankruptcy a number of years later. It also affect how certain companies like Nintendo conduct their business.</p>
<h2><img class="aligncenter size-full wp-image-576" alt="Video Game Crash of 83' Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Video-Game-Crash-of-83-Image-01.png" width="739" height="416" /><em>&#8220;It was a simply case of over saturation of the market that lead to both the 1977 and 1983 video game industry recessions&#8221;</em></h2>
<p>The video game crash of 83’ was not the first that the industry had suffered with a similar drop in market revenues coming in 1977. The crash of 77’ was as a result of the over saturation of the market with <em>Pong</em> clones resulting in companies like RCA and Fairchild leaving the industry. Following the crash was a major period of growth for the industry with companies like Taito and Namco having great success with their titles <em>Space Invaders</em> and <em>Pac-Man</em> respectively. The period was known as the Golden Age of the Arcade with the money generate from arcade machine sales going from $50 million in 1978 to $900 million only three years later in 1981. Although the period was dominate by the arcade sector the console market was also on the raise at the time with the Atari 2600 holding a vast share of that market. It wasn’t long before other toy and electronics manufactures became envious of Atari’s success and looked get their own console onto the market. Companies like Mattel and Coleco who previously where toy manufactures released their own consoles, soon the market was flooded with host of different consoles all vying for share of the revenues. This lead too many cutting prices so low that they were selling the game cartridges at a loss in order to get consumers to buy into their system. Established companies like Atari found it hard to compete in such an aggressive marketplace and looked to continually rebrand and upgrade their device in order to retain their market share. A tactic that would keep the Atari 2600 console in the market but would ultimately bankrupt the company.</p>
<h2><img class="aligncenter size-full wp-image-577" alt="Video Game Crash of 83' Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Video-Game-Crash-of-83-Image-02.png" width="739" height="416" /><em>&#8220;Pac-Man was a massive success in the arcade due to its unique style and simply gameplay, the same couldn’t be said for its console port&#8221;</em></h2>
<p>1982 was a pivotal year for the video game industry and one in which the impending crash would be set in motion. Three game releases that year would be directly responsible for the crash that came the following year. The first of these was the port of the popular arcade game <em>Pac-Man</em> for the Atari 2600. The games creators Namco had reaped a large financial windfall with the games release two years previous and Atari believed that a console port of the game would bring them the same success. However the Atari executives were a little too optimistic about the games potential to sell well. They ordered 12 million cartridges to be produced even though Atari only had a consumer base of 10 million, the executives assumed that every Atari 2600 owner would buy a copy and 2 million others would buy the console in order to play the game. However due to the limited power of the 2600 console as compared to the much more powerful arcade machines, the game featured poor bug ridden gameplay and low quality graphics. As a result it only sold 7 million units which as a record for the console industry but due to Atari’s overestimation, 5 million copies went unsold and caused a major drop in their finances. It was an extremely popular and successful title that would cause Atari more financial woes in September of the same year. The problem for Atari was that this successful game was not theirs but was played on their console.</p>
<h1><a title="Compendium: Crash of 83′ The Bust" href="http://www.gamedesignireland.ie/?p=597" target="_blank">Insert Coin to Continue&#8230;</a></h1>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=574">Compendium: Crash of 83&#8242; The Bubble</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: Pitfall!</title>
		<link>http://www.gamedesignireland.ie/?p=543</link>
		<comments>http://www.gamedesignireland.ie/?p=543#comments</comments>
		<pubDate>Wed, 16 Oct 2013 10:21:27 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Pitfall!]]></category>
		<category><![CDATA[Third Party Developers]]></category>
		<category><![CDATA[Video Game Development]]></category>
		<category><![CDATA[Video Game History]]></category>
		<category><![CDATA[Video Game Publisher]]></category>

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		<description><![CDATA[<p>The game that cemented Activision’s place as a third party developer at a time when most games where made by the console manufactures. The game would go on to be the second most successful Atari 2600 title just coming in behind Pac-Man. Prior to the companies formation its founders had being the lead programmers at [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=543">Compendium: Pitfall!</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-547" alt="Pitfall!" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Pitfall.png" width="739" height="195" />The game that cemented Activision’s place as a third party developer at a time when most games where made by the console manufactures. The game would go on to be the second most successful Atari 2600 title just coming in behind <em>Pac-Man</em>.<span id="more-543"></span> Prior to the companies formation its founders had being the lead programmers at Atari. David Crane, Alan Miller, and Bob Whitehead left the company after they had failed to negotiate better financial credit on successful Atari games that they had developed. In that final meeting with the president of Atari Ray Kasser, they presented their proposal and were told that their jobs as programmers where no more important than the assembly line workers. In October of 1979 the three formed Activision with another disgruntled Atari programmer Larry Kaplan joining them soon after. Jim Levy was hired as a business advisor and eventually became CEO. He was also responsible for the name of the company, Activision. Chosen as it would appear above Atari in alphabetical listings.</p>
<h2><img class="aligncenter size-full wp-image-545" alt="Pitfall! Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Pitfall-Image-01.png" width="739" height="416" /><em>&#8220;Although they have ceased most in house development they still boost an impressive back catalogue of games&#8221;</em></h2>
<p>Unlike at their previous employer the games creator was given full acknowledgment with their credits in the games manual. The company also decided to look to original content optimized to work with the Atari 2600 hardware instead of porting well known arcade titles that often lacked in graphical and processing power. Another key aspect of Activision’s early success was the colourful and eye-catching designs that they produced for the game cartridges, giving the company instant brand recognition. Their first two games where <em>Fishing Derby</em> and <em>Skiing</em> released for the 2600 in 1980. Atari attempted to put the company out of business by suing Activision over the legitimacy of third party developers, with Atari demanding damages paid for “unfair competition” caused by Activision developing games for the 2600. The court case lasted until 1982 with the decision finally coming in Activision’s favour and establishing a precedent for third party developers. A fact that would ultimately lead to the crash of 83’, with no creative control of the games being produced for a certain console.</p>
<h2><img class="aligncenter size-full wp-image-546" alt="Pitfall! Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Pitfall-Image-02.png" width="739" height="416" /><em>&#8220;A 3D version of the game was made for the PlayStation back in 1998, by which time Activision where mainly focused on publishing instead of development&#8221;</em></h2>
<p><em>Pitfall!</em> began as an idea back in 1979 with its lead designer David Crane developing the technology to create a realistic running sprite character. When it came to flesh out the other game mechanics Crane very quickly sketch out the initial concept of a character running through a jungle maze in order to collect loot and treasure. The game was an early example of a side-scroller although it didn’t utilize parallax technology made famous by Nintendo’s <em>Super Mario Bros</em> released three years later. It did however set a standard for Activision and their goal of making high end games for the relatively low powered 2600. Non-flicking sprites, multi-coloured graphics and character animations on a system that had very restrictive technical specifications. Multiple sequels for <em>Pitfall!</em> were produced over the next number of years, with recent ports of the game to mobile devices proving the games legacy in the industry. Although now mainly a video game publisher, modern day video game developers owe a lot of credit to Activision for being the company that started the long running tradition of third party developers.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=543">Compendium: Pitfall!</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Golden Age of the Arcade</title>
		<link>http://www.gamedesignireland.ie/?p=519</link>
		<comments>http://www.gamedesignireland.ie/?p=519#comments</comments>
		<pubDate>Wed, 09 Oct 2013 11:45:41 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Arcade Gaming]]></category>
		<category><![CDATA[Asteroids]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Defender]]></category>
		<category><![CDATA[Pac-Man]]></category>
		<category><![CDATA[Space Invaders]]></category>
		<category><![CDATA[Video Game History]]></category>
		<category><![CDATA[Williams Electronics]]></category>
		<category><![CDATA[Zaxxon]]></category>

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		<description><![CDATA[<p>Although it was games like Space Invaders and Pac-Man that defined the era that was known as the Golden Age of the Arcade, many other titles helped towards making it a financially successful period for the industry. For some companies it was a time that would forever change their business, adapting their previous fields of [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=519">Compendium: The Golden Age of the Arcade</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p style="text-align: left;"><img class="aligncenter  wp-image-522" alt="Golden Age of the Arcade" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Golden-Age-of-the-Arcade.png" width="739" height="195" />Although it was games like <em>Space Invaders</em> and <em>Pac-Man</em> that defined the era that was known as the Golden Age of the Arcade, many other titles helped towards making it a financially successful period for the industry. For some companies it was a time that would forever change their business, adapting their previous fields of expertise to becoming fully fledged game developers and publishers. <span id="more-519"></span>Video games began to enter the mainstream culture with arcades appearing in all manner of locations; from supermarkets to restaurants, petrol station to funeral homes. The popularity of the medium made it a favourable proposition for any business owner looking to cash in on the video game craze. The stand out titles of the period like <em>Pac-Man</em> and <em>Space Invades</em> would generate generating over $1 billion and $2 billion dollars respectively. A comparison to the biggest movie blockbuster franchise of the time Star Wars only managed to generate $486 million, clearly demonstrating the success of the industry at the time. It was primarily pinball machines that populated the arcades at the beginning of the 80’s but they would soon be side-lined in favour of the more popular video game cabinets.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-520" alt="Golden Age of the Arcade Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Golden-Age-of-the-Arcade-Image-01.png" width="739" height="416" /></p>
<h2 style="text-align: left;"><em>&#8220;Frogger was a breakout title for Konami and saw them switch from toy maker to video game developer.&#8221;</em></h2>
<p style="text-align: left;">One company that saw this change in the market was Williams Electronics, who prior to the 80’s primarily focused on pinball machines. The parent company Williams Manufacturing Company had formed their electronic gaming division in 1974 when they saw a shift in the market. Their first success in their new industry was the arcade game <em>Defender</em>, which had being created by a former pinball engineer Eugene Jarvis. It was the first attempt by Williams making an original concept video game as earlier titles had simply being <em>Pong</em> clones. The games development started with initial plans to make a more advanced version of <em>Space Invaders</em>. However it soon became clear that such a game would not be enjoyable or offer enough unique gameplay. The developers where inspired by the warping effect present in Atari’s <em>Asteroids</em>, this matched with a horizontal aspect style <em>Space Invaders</em> combat led to the formation of the basic games mechanics. The game was finally finished by September of 1980 and would go on to sell over 55,000 cabinets making it a huge success for Williams and justifying their decision to move into the video game market. The company would later follow up with another arcade hit <em>Joust</em> in 1982, although selling less than <em>Defender</em> it still went on to become a classic within its own time.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-521" alt="Golden Age of the Arcade Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/10/Golden-Age-of-the-Arcade-Image-02.png" width="739" height="416" /></p>
<h2 style="text-align: left;"><em>&#8220;Atari continued to dominate the industry at this time with major title like Q*bert, Centipede and Tempest all adding to this monopoly.&#8221;</em></h2>
<p style="text-align: left;">The first arcade game commercial came in the same year with Sega looking to promote its new game <em>Zaxxon</em>. The game was also an early example of an isometric projection giving the effect of simulating three dimensions. It was also the feature of the independent film <em>Hollywood Zap!</em>, which signalled a changing attitude towards video games. No longer just a medium that was enjoyed by a minority following it was now appealing to a broader audience. The movie tie in title <em>Tron</em> also demonstrates the changing attitudes by the other mainstream mediums that video games where a viable industry to have financial success. However even though the industry was experience unprecedented levels of growth, video games where soon going to face their most difficult period with the crash of 1983. It was the rapid growth that lured many companies into the video game market causing a glut of titles to be produced in order to make some quick cash, a fact that would contribute to the economic downturn. The Golden Age of the arcade is a period that was bookended by two separate finical crashes that both in their own ways looked to bring the industry to an end barely in its infancy.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=519">Compendium: The Golden Age of the Arcade</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: Atari 2600 The Fall</title>
		<link>http://www.gamedesignireland.ie/?p=238</link>
		<comments>http://www.gamedesignireland.ie/?p=238#comments</comments>
		<pubDate>Wed, 11 Sep 2013 09:28:44 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Commodore]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[E.T. The Extra-Terrestrial]]></category>
		<category><![CDATA[Pac-Man]]></category>

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		<description><![CDATA[<p>The new decade looked bright for Atari’s future with a successful console on the market and a brand name that was quickly gaining household status, however that name would soon be sullied by poor management decisions and tough completion from new upstarts from the Japanese market. The VCS continued to sell well and in 1982 [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=238">Compendium: Atari 2600 The Fall</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter  wp-image-442" alt="Atari 2600 The Fall" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/09/Atari-2600-The-Fall.png" width="739" height="195" />The new decade looked bright for Atari’s future with a successful console on the market and a brand name that was quickly gaining household status, however that name would soon be sullied by poor management decisions and tough completion from new upstarts from the Japanese market. The VCS continued to sell well and in 1982 it was given a makeover with an all-black version released under the new name Atari 2600, its all black finish caused it to be nicknamed the “Darth Vader” console. That same year also saw the release of two games that would start Atari down the road towards failure.<span id="more-238"></span> The first was a port of the popular arcade game <em>Pac-Man</em>, which did sell well at 7 million units but was critical panned for it numerous bugs and poor graphics. It was no surprise as the console powerful as it was, did not have nearly enough memory as the arcade version. Its programmer Tod Frye had a series of limitations when porting the game and was forced to reduce it graphics and gameplay to its base components. The game that put the nail in the coffin and was the catalyst for the 1983 video game crash was the now infamous <em>E.T. The Extra-Terrestrial</em>. The game development was rushed in order to release for the holiday season with the licensing rights only obtained in July of the same year for an estimated $25 million. The Atari executives believed that the game would be a huge success due to its connection with the successful Spielberg movie and had over 4 million units produced, but only 1.5 million of those where sold. The company netted loses of over $100 million with the failure of the game and soon had Warner Communications looking to offload the company to somebody else. Commodore would eventually buyout Warner’s stake in Atari in 1984, soon after their acquisition focus on the 2600 was shifted and development on future consoles frozen with the move towards the growing PC becoming the main priority. Although there were some later failed attempts to get back into the console market, with the Jaguar console launched in 1993.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-441" alt="Atari 2600 The Fall Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/09/Atari-2600-The-Fall-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;For a time Ireland was the centre of manufacturing for all of Atari’s European consoles&#8221;</em></h2>
<p>Although now in decline the 2600 would see some further revisions over the next few years. The 2800 was an attempt to break into the Japanese market. It was released in October of 1983 just months after the launch of a relatively unknown company’s console, the Nintendo Famicom. Nintendo’s console provide to be tough opposition in the Japanese market with Atari struggling to gain a foothold. A low cost version of the Atari system branded the 2600 Jr. was the last iteration of the console and was launched in the US and Europe in 1985. Nintendo’s re-branded Famicom system released to the American and European markets in the same year. It was a runaway success and Atari had finally lost their place as the dominate video game company in the industry. Commodore continued to push Atari more towards the PC Market with the Atari ST home computer being a relative success for the company. The 2600 would continue to release game infrequently with <em>KLAX</em> being the last game licensed for the console in 1990, although third party games would continue to be developed. The console was officially retired by Atari in 1992 after 30 million units being sold and the end to a unmatched 14 year lifespan, with the PlayStation 2 coming close with a 12 year run before it was discontinued. Atari where the pioneers of the video game industry leading the way in innovation and development, however that success clouded their judgement when it came to facing the harsh realities of the video game market. The company would finally come to an end in 1996 nearly 25 years after it started out as the first video game company in the industry. The company saw a brief revival in the new millennium but in January of 2013 the company filled for bankruptcy finally bring an end to Atari, the name that started it all.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=238">Compendium: Atari 2600 The Fall</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: Atari 2600 The Rise</title>
		<link>http://www.gamedesignireland.ie/?p=234</link>
		<comments>http://www.gamedesignireland.ie/?p=234#comments</comments>
		<pubDate>Wed, 04 Sep 2013 09:27:40 +0000</pubDate>
		<dc:creator><![CDATA[Colm O Sullivan]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Atari VCS]]></category>
		<category><![CDATA[Channel F]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[E.T. The Extra-Terrestrial]]></category>
		<category><![CDATA[Fairchild VES]]></category>
		<category><![CDATA[Pac-Man]]></category>
		<category><![CDATA[Space Invaders]]></category>
		<category><![CDATA[Video Game History]]></category>

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		<description><![CDATA[<p>Atari entered the console market with their Pong home system in the mid-seventies and then looked to capitalize on that foothold into the eighties with the release of the Atari 2600 in 1977. The console would continue to be produced and supported until 1992 when it was finally discontinued, given it a record breaking 14 [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=234">Compendium: Atari 2600 The Rise</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter  wp-image-437" alt="Atari 2600 The Rise" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/09/Atari-2600-The-Rise.png" width="739" height="195" />Atari entered the console market with their Pong home system in the mid-seventies and then looked to capitalize on that foothold into the eighties with the release of the Atari 2600 in 1977. The console would continue to be produced and supported until 1992 when it was finally discontinued, given it a record breaking 14 yearlong lifespan. In that time it sold 30 million units and was the cornerstone of Atari’s dominance in the video game market in the early eighties.<span id="more-234"></span> The console saw many great releases such as <em>Space Invaders</em> the port of Taito’s arcade game and Activision’s <em>Pitfall</em> one of the first third party developed games. However the same console also include the notoriously bad port of the arcade game <em>Pac-Man</em> and the movie tie in <em>E.T. The Extra-Terrestrial</em>, often cited as one of the worst games in history. These factors including the video game crash of 83’ would lead to Atari’s downfall despite the success of the 2600 console.</p>
<p>Development for the console started back in 1973 with Atari acquiring Cyan Engineering to carry out the initial R&amp;D on a the next generation of consoles. The team brought with them a project codenamed “Stella” which would become the basis of the new Atari console. However at the time Atari simply didn’t have the money to finance such a project, which lead to Nolan Bushnell selling the company to Warner Communications for $28 million in 1976. As part of that deal Warner agreed to fund development of the new console, this was a critical point in the history of the company and could be seen as the start of the bubble that would eventually burst and see the downfall of the Atari. At the same time Fairchild Semiconductor released their own console the VES (Video Entertainment System), which would cause Atari to have some stiff opposition even before they had their device on the market.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-436" alt="Atari 2600 The Rise Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/09/Atari-2600-The-Rise-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;The development codename &#8220;Stella&#8221; wasn&#8217;t named after a women but an Atari engineer’s bike.&#8221;</em></h2>
<p>When Atari released their console in September of 1977 they initially branded it as the VCS (Video Computer System) to compete with Fairchild’s console, they themselves would later rename their console to the Channel F. None of which mattered as the two where in a fierce bout of price cutting in order to corner the market. When it was launched it was priced at $199 which is over seven hundred dollars in today’s money, which made it an expensive system and less attractive then the slightly cheaper Channel F. In its first year the VCS sold only 250,000 units, mainly due to the drought in the industry after the proliferation of <em>Pong</em> systems still on the market. The next year saw a major upset for Atari as its co-founder Nolan Bushnell left after dismal sales and disagreements with the owners, with nearly 300,000 unsold units leading Warner to covering Atari’s massive loses. However the following year saw a massive boost to the company, programmers began to truly harness the power of the console to produce better games and Fairchild believing there was no future in the industry pulled out of the market leaving Atari no real completion. 1979 saw the VCS sell over a million units, with the licensing and eventual port of the popular arcade game <em>Space Invaders</em> the next year, quickly doubling those sales figures. As the console would enter the next decade it would see its highest number of sales and also it biggest failures.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=234">Compendium: Atari 2600 The Rise</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Video Game Crash of 1977</title>
		<link>http://www.gamedesignireland.ie/?p=27</link>
		<comments>http://www.gamedesignireland.ie/?p=27#comments</comments>
		<pubDate>Wed, 21 Aug 2013 12:18:02 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Activision]]></category>
		<category><![CDATA[Arcade Gaming]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[Pong]]></category>
		<category><![CDATA[Video Game Development]]></category>
		<category><![CDATA[Video Game History]]></category>

		<guid isPermaLink="false">http://137.116.228.121/gamedesignireland.ie/?p=27</guid>
		<description><![CDATA[<p>The video game industry rise to prominence hasn’t being without its rocky periods. Twice within less than a decade the industry had two major financial meltdowns. The first of which happen in 1977 and would threaten the future of the entire medium. The crash in the market was caused by the success of Atari’s Pong home [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=27">Compendium: The Video Game Crash of 1977</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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				<content:encoded><![CDATA[<p style="text-align: justify;"><img class="aligncenter  wp-image-405" alt="Video Game Crash of 1977" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/08/Video-Game-Crash-of-1977.png" width="739" height="195" />The video game industry rise to prominence hasn’t being without its rocky periods. Twice within less than a decade the industry had two major financial meltdowns. The first of which happen in 1977 and would threaten the future of the entire medium. <span id="more-27"></span>The crash in the market was caused by the success of Atari’s <em>Pong</em> home console. Many other electronics and toy manufactures wanted to capitalize on the growing trend of video games and attempted to make their own clones of the <em>Pong</em> system. At the time the idea of copyright infringement in the industry hadn’t been fully brought into practise. Magnavox was successful in forcing Atari to pay a licence fee over the production of Pong machine due to its clash with their own tennis game on the Odyssey console. Activision and Mattel also came under the scrutiny of the law, however the company also pursued many other console manufactures to no avail. Unlike in today’s video game market which operate on a global level, many consoles where produced and sold locally in European and Asian countries where American copyright law couldn’t reach them. In Britain there was the Video Sport MKII or the Videomaster Home T.V. Game. 1975 saw the release of the Interton Video 2000 and the Tele-Spiel in Germany. A year later in France saw the launch of the Lasonic 2000 and the Orelec PP-2000. The Italians and Spanish could play the Ping-O-Tronic and TeleTenis Multi-Juegos respectively. Even on the other side of the world in Australia there was the Playtech Telesport to add the growing list of Pong clones.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-404" alt="Video Game Crash of 1977 Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/08/Video-Game-Crash-of-1977-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;UK company Videomaster produced over 15 different system in the 70&#8217;s&#8221;</em></h2>
<p>In the years between the release of the original <em>Pong</em> system in 1976 and the end of the decade nearly 500 different consoles where produced with a large proportion of them being clones of Atari’s console. In a similar five year period from the release of the Xbox360 which is seen as the start of the 7th generation of consoles no more than 20 different systems were released including handheld devices. With so many systems for sale around the world many major manufacturers couldn’t get a share of the market in countries where <em>Pong</em> clones where being produced at an unsustainable rate. It is easy to see why the market for video games couldn’t sustain such large number of consoles, which forced many manufactures to sell their systems at a loss just too clear stock. Both Fairchild and RCA abandoned their own plans for future video game consoles, with Fairchild moving towards the production of electronics for the military and RCA eventually become defunct a decade later. Atari where able suffer the financial loses and survive the crash with the release of their 2600 console which was met with great success. In no small part due the release of the game <em>Space Invaders</em> that helped the console to record sales. It was the game created by Japanese’s company Taito that heralded in a renaissance for the video game industry, with many major franchises being released over the coming years until the market would run into an even bigger financial trouble in the mid-80’s.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=27">Compendium: The Video Game Crash of 1977</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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		<title>Compendium: The Legacy of Pong</title>
		<link>http://www.gamedesignireland.ie/?p=30</link>
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		<pubDate>Wed, 14 Aug 2013 12:18:53 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Video Game Compendium]]></category>
		<category><![CDATA[Arcade Gaming]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Console Gaming]]></category>
		<category><![CDATA[Magnavox]]></category>
		<category><![CDATA[Nolan Bushnell]]></category>
		<category><![CDATA[Odyssey]]></category>
		<category><![CDATA[Pong]]></category>
		<category><![CDATA[Ted Dabney]]></category>
		<category><![CDATA[Video Game History]]></category>

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		<description><![CDATA[<p>Pong&#8217;s success in the arcades of the early 70’s propelled Atari and it founders to the forefront of the new and emerging video game industry. The Pong arcade cabinets had been released in November of 1972, but soon Nolan Bushnell want to see his company grow even further and appealed to his engineers to come up with new [&#8230;]</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=30">Compendium: The Legacy of Pong</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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				<content:encoded><![CDATA[<p style="text-align: justify;"><em><img class="aligncenter  wp-image-393" alt="The Legacy of Pong" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/08/The-Legacy-of-Pong.png" width="739" height="195" />Pong&#8217;s</em> success in the arcades of the early 70’s propelled Atari and it founders to the forefront of the new and emerging video game industry. The <em>Pong</em> arcade cabinets had been released in November of 1972, but soon Nolan Bushnell want to see his company grow even further and appealed to his engineers to come up with new innovative products. <span id="more-30"></span>One engineer Harold Lee pitched the idea of a home version of <em>Pong</em>, which led Lee and fellow engineer Alan Alcorn starting work on the project that was codenamed Darlene. The pair worked in tandem with Lee coding by day and Alcorn debug the code at night, later another Atari engineer Bob Brown would join the pair in development. The first prototype contained hundreds of wires attached to the device that where later consolidated into a single micro-chip, the power and capabilities of this chip where ground-breaking at the time. By 1974 the <em>Pong</em> home system was ready and it was up to Bushnell and Atari Sales director Gene Lipkin to find a distributor for their new device. This proved to be more difficult than the two had believed with most toy and electronics companies uninterested in the device, as video games where still seen as a passing fad at the time. It would eventually be Sears the department store retailer that would strike a deal with Atari for the exclusive rights to sell the console in their stores. In particular their Sporting Goods department as the Ping-Pong like game was seen more as a piece of sporting equipment then a toy or electronic product. In 1975 Sears branded <em>Pong</em> home systems where first released with an Atari branded version of the device coming a year later. The system was an instant success with Sears selling all 150,000 of their first batch of devices by the end of the holiday season in its first year. Its success was not lost on other electronics and toy manufactures who raced to reproduce clones of the Atari system to capitalize on the demand for video game consoles. Coleco and Nintendo both entered the market with their <em>Telstar</em> and <em>Colour TV Game 6</em> systems respectively. The two companies had previously been toy manufactures and now looked to emulate the success of Atari, with the latter going on to have a long held dominance in the industry.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-392" alt="The Legacy of Pong Image 02" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/08/The-Legacy-of-Pong-Image-02.png" width="739" height="416" /></p>
<h2><em>&#8220;The Pong console spawned numerous clones which flooded the market in the late 70&#8217;s&#8221;</em></h2>
<p>However all of Atari financial success was not lost on one particular company, Magnavox and their console <em>Odyssey</em> which pre-dates <em>Pong</em>. Sanders Associates who held the licence to the device and its creator Ralph Baer continually pressured other manufactures with copyright infringement. A formal lawsuit was filed in 1974 against several companies including Atari who were said to have infringed on the <em>Odyssey</em> console in particular the tennis game that featured on the device. Unwilling to undertake a lengthy court battle Bushnell decided to settle out of court with Magnavox, Atari agreed to pay a licencing fee of $0.7 million and give Magnavox the licencing rights to any Atari products released over the follow year. Although Atari purposely held back on any future releases over the next year in order to circumvent the deal with Magnavox.</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-391" alt="The Legacy of Pong Image 01" src="http://www.gamedesignireland.ie/wp-content/uploads/2013/08/The-Legacy-of-Pong-Image-01.png" width="739" height="416" /></p>
<h2><em>&#8220;Imagery of Pong that is ingrained in the culture of the video game industry&#8221;</em></h2>
<p>Court proceedings aside Atari continued with its plans of expansion, releasing follow ups to <em>Pong</em> over the next few years that all where based on the original with some added feature and new gameplay elements. One of their more popular sequels was a single player version of the game called <em>Breakout</em>, which involved using the ball and paddle to knockout bricks out from a wall. Just like <em>Pong</em> other companies soon had cloned version of their own again looking to ride on the coat tails of Atari innovation. The legacy that <em>Pong</em> has left is unquestionable, the game led to the creation of the video game industry. A host of companies’ first attempts at gaining a foothold in the industry where through <em>Pong</em> clones. The game has also become the culture touchstone of the entire medium, being referenced in TV and film numerous times. Although obviously not the first video game in the history of the industry, but definitely one of the most important for taking what was at the time a niche medium and bringing it to the wider world.</p>
<p>The post <a rel="nofollow" href="http://www.gamedesignireland.ie/?p=30">Compendium: The Legacy of Pong</a> appeared first on <a rel="nofollow" href="http://www.gamedesignireland.ie">Game Design Ireland</a>.</p>
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