NOLAN BUSHNELL: FATHER OF VIDEO
GAMES
It is fitting that the first person we introduce to
Atarian readers should be Nolan Bushnell, founder
of Atari and the man who has been dubbed the Father
of Video Games.
Bushnell
founded Atari in 1972 and helped to turn it into the
fastest growing company in the U.S. He sold the company
to Warner Communications in 1976, stayed on until 1978,
and in 1983 founded Axlon, which designs and develops
games and toys.
Bushnell,
currently chairman of Axlon, recently signed an agreement
to design and develop video games on an exclusive basis
for Atari's 2600 and 7800 video game systems. We talked
with Nolan about a wide variety of issues ranging from
his initial involvement with games to his recent decision
to renew his association with Atari.
Atarian: How do you feel
about working with Atari again? Bushnell: I'm thrilled to be back in the video game
saddle. I think I have a lot to offer today's gamers,
and I'm especially glad to have this opportunity to
work with the great game development team at Atari.
What do you see as the state of
the video game industry today?
It is booming again. After becoming saturated in the
early 80's as avid gamers overdosed on a bunch of "me
too" games, U.S. sales of video games have doubled in
each of the last three years.
Video
games are not a fadhere today, gone tomorrowbut
are a unique form of entertainment. Unlike watching
TV or a movie, video games are totally involving mentally
and, even to some extent, physically.
You said people got tired of "me
too" games. What are the characteristics of a good game?
Easy to learn, difficult to master. If you look at all
the successful games since the start of the industry,
I would guess that 99% of them follow this simple rule.
I have
three sonsages 6, 8, and 10and we play a
lot of games together. Watching what they, as well as
older game enthusiasts, come back to over and over is
the best way of telling which games are good and which
ones aren't.
Today,
what I call "extended story/puzzle games" are what I
think will be the next popular game genre. I have one
of this type in the works for the 2600 now, code named
The Adventures of Max. It's a fun game about a polar
bear. Your objective is to descend into a pit, steal
a ruby, and get back out with your life intact. Naturally,
all sorts of bad stuff happens to you on the way.
You mentioned the 2600, which
Atari introduced back in 1977. How can you get such
complex games to run on the 2600? First of all, we use lots more memory today. Early
games like Dodge 'Em and Canyon Bomber
used about 4000 bytes (4K) of memory or even less. Newer
games and the ones we're working on now use as much
as 64K; that's 16 times as much!
Second,
we've gotten more clever in doing animation and eye-popping
graphics. It takes a great deal of memory to refresh
the entire screen every time a character or object moves,
so we use tiny bitmapscalled spritesof just
the moving object.
Sprites
have been around for a while, but now we've added other
techniques like horizontal and vertical scrolling that
allow us to create much more intricate and spectacular,
effects.
It sounds like 2600 owners
have a great deal to look forward to. You bet. We're doing a nifty shooting game that
uses a light gun called, appropriately enough, Shooting
Arcade. We have another one called Motorodeo
that's kind of a motor Olympics.
Then
there's one called Saving Mary which I really
like. It is the first game in which you rely on construction
rather than destruction to save the princess.
You
build towers at the base of a river gorge to keep Mary
out of the water, which is constantly rising. You have
an unlimited supply of building materials, but you can
lose a life by either squashing Mary with a piece of
building material or building so slowly that you fail
to get her out of the water and she drowns. The guilt
you feel is tremendous.
What do you see as the future
of video games? I think networking is an exciting possibility. What
we really need is a way to have two people/two screens
in conflict. You aren't going to find two video games
in the same room in most homes, so what you need is
a cheap game system modem. Then with a local phone call,
you can connect your 2600 to another player's system
or to a whole network of systems. It's cost effective,
and I think it would be tremendously successful.
Many of our readers say they
would like to become game designers. Do you have any
recommendations for them? Sure, take all the math and science courses you
can, but don't neglect English, history, and the humanities
either. Good games require more than clever programming;
the extended story puzzle games I mentioned earlier
are often based on historical or mythological tales
and combine many diverse elements. Also, you have to
be able to present your game concept effectively to
managers in a company like Atari which minimally means
you must be able to write and speak intelligently.
What is your background? After earning a degree in electrical engineering
in 1968, 1 worked for Ampex for several years and then
for Nutting Associates, a company that made coin-op
Trivia Quiz type games.
At Nutting,
I worked out an electronic coin-op game called Computer
Space. It was modeled on Spacewar, a game designed
to be played on a $100,000 PDP-1 computer, but I found
I could take the key elements and put them into a simplified
coin-op version. Nutting made 1500 units, but the game
was never a commercial success.
However,
with the $500 in royalties I received from Computer
Space, I was able to start my own company, Atari,
Inc. Actually, the name Atari was third or fourth on
the list of names we submitted to the State. Our first
choice was Syzygy, but that was already taken by a candlemaker
in Mendocino. Atari, which is the equivalent of the
chess term "check" in the Japanese game of Go, wasn't
one of our favorites, but it kind of grew on us.
Our
first product was a coin-op game called Pong
which had a flat paddle on each side of the screen and
a ball that bounced between them. By turning knobs on
the console, players could control the paddles and try
to keep the ball in play.
We installed
one of our first games in a bar in Sunnyvale on a trial
basis. Two days later, the owner called us and said
it wasn't working. Boy, was I worried! But when I got
there I found that the coin box was so jammed with quarters
that it was shorting out the mechanism. Needless to
say, it was a great success.
From
there on, Atari just took off. First we did coin-op
games, then dedicated home games like Pong and
Breakout, and, in 1977, we introduced the Atari
Video Computer System, today known as the 2600.