Showing posts with label Atari. Show all posts
Showing posts with label Atari. Show all posts

Thursday, March 19, 2015

June 15, 1986: Nintendo Files For Bankruptcy

Guest post by Vinny Jace.

A company founded during the Qing dynasty, Nintendo started as a playing card manufacturer before getting into computer electronics with the Nintendo Famicon, which sold well in Japan. After the video game crash in 1983, Nintendo saw North America as an untapped market and looked to capitalize on the their past success.

Home consoles had taken a serious downturn since the fall of Atari. The biggest video game developer cluttered its most famous system, the Atari 2600, with rushed, unpolished, unsatisfactory games like Pac-Man, E.T The Extra Terrestrial and suffered a beyond repair reputation hit after the releases of Beat'Em & Eat'Em and General Custer's Revenge.

After a failed deal with Atari, Nintendo marched into the 1985 Consumer Electronics Show in Las Vegas with the Famicon, marketing it as an Advanced Video System. No one, however, was interested. Unable to change people's belief that video games were a passing fad, Nintendo sold few home consoles.

Undaunted, Nintendo came back to the next CES convention in Chicago, later that year and rebranded their Famicon as the Nintendo Entertainment System, marketing it as a toy complete with "R.O.B.", a robotic operating helper, and a light gun, which functioned much like an arcade shooter. Despite all the rebranding, Nintendo once again failed and with the emergence of the more powerful Sega Master System, Nintendo lost the home gaming market in Japan as well as in North America, if they ever had it.

Less than a year later Nintendo filed bankruptcy after failed attempts to produce a successor to the Famicon in Japan, leaving Sega as the only successful gaming company still active. Home computers, however, carried the gaming torch, while innovation in game consoles stagnated. Short-lived rivals to the Master System, included the TurboGrafx-16, which sold only 2.5 million consoles and the return of Atari with the Jaguar, which was an even bigger failure selling less than 250,000 consoles, putting the first big video gaming company out of business for good.

Without a serious competitor, Sega was allowed to own the home console market, despite disgruntled third-party companies like Konami, Square and Capcom, who did not like working for Sega's outdated hardware and the company's inability to abandon the Master System and make a new updated console that could support the technological advancement since the system's launch in 1985.

Eventually, gaming fully shifted towards the computer as many expected. PCs were capable of much better sound and graphics than any home console. Third-party developers flew towards companies like Microsoft and Apple. Classics like Final Fantasy VI, Mega-Man 6 and Castlevania: Rondo of Blood all made their debuts in 1993 on PCs. The companies that left Sega, were credited as the ones who took gaming out of it's stagnant state, allowing for people to see that gaming had changed from the old Atari days of the early 80's.

Sega would ultimately drop out of the home console business, not seeing a sizable market to make an updated version of their Master System and the PC being a better hub for video game development. In 1995, Sega announced their first home computer, called The Genesis, to compete with Microsoft and Apple. The Genesis did well enough in the market to win over some interest in third-party developer's again, but Sega never fully committed to returning to gaming and looked at computers as a safer and easier way to make money.

Today games are looked at as a hobby or as an incentive to buy a computer. Companies like Squaresoft, Konami, Bandai and Capcom dominate the market and are known as the "resurrecting fathers" of modern day gaming.

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In reality: Nintendo was a success in their rebranding efforts. In partnership with Worlds of Wonder, Nintendo was able to garner a following and have a tight grip on the new era of gaming that would last for a decade. Nintendo is credited with saving the gaming industry and people often wonder what if they had indeed failed like their skeptics predicted.

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Vinny Jace blogs at The Unoriginal, where he writes about a whole variety of things from sports, movies, video games, etc.

Wednesday, July 30, 2014

Game Over, Continue? The Alternate Console Wars, Part One

Guest post Ben Ronning.

No one can argue that video games have not made an impact on popular culture worldwide. What started as a primitive electronic version of table tennis has blossomed into a multibillion-dollar industry whose releases rival Hollywood blockbusters in terms of hype and anticipation. The medium itself has been a childhood staple for Generation Xers, and Millennials like myself who made blowing dust from our cartridges a ritual (before I learned that the enzymes in my saliva slowly corroded the pin.) I recently purchased a Nintendo Wii U and I could not help but appreciate the fact that such an action would have appalled my younger self twenty years ago.

You see, dear reader, I was born in 1984 and the great 16-Bit Wars waged by Nintendo and then-rival Sega is a vivid memory to me. Back in Christmas of 1993, my parents bought me a Sega Game Gear and a Genesis (better known as the Mega Drive on the opposite sides of the Pacific and Atlantic) the year after. I was an avid fan of Sega and joined their camp in a war waged on the schoolyards across North America. My birth year is also an important touchstone for the industry, because that is year the industry collapsed, toppling the titan known as Atari and bringing the second generation of video games to a close. Atari’s fall brings up an interesting question: “what would have happened if the market did not collapse in 1983-4?” As does the final fall of Sega fifteen years later where the company bowed out of the hardware market to focus on becoming a third-party game developer. Could Sega have prevented it?

To answer the former question: Atari’s ability to prevent the crash depended on a number of factors. First and foremost, is that Atari’s corporate policy did not allow its employees to take credit for the games they programmed. Many programmers, such as David Crane, creator of Pitfall, left the company to form their own studios. Unfortunately, the rise of third-party developers led to a loss of quality control, which deluged the market with sub par games. Unfortunately, Atari also overhyped games that underperformed such as the infamous E.T. The Extraterrestrial and 2600 adaptation of Pac-Man. Atari produced 12 million cartridges despite having sold on 10 million 2600 consoles at the time, which resulted in the now-confirmed burial of the surplus carts. Several other companies like Mattel, Coleco, Bally, and Fairchild produced their own systems that varied in quality. Unfortunately, as noted by TV Tropes, the wide array of choices hindered their ability to succeed in the long term.

“Dirty Laundry: An Alternate 80s” by Andrew T manages to create such a scenario where the video game industry avoids the crash of 1983. While the timeline focuses on pop culture in general, Atari plays a significant part. How did Atari survive the crash? By building a better version of E.T. based on Steven Spielberg’s vision for the game, which he imagined as similar to Pac-Man. (So does that mean we swap Power Pellets for Reese’s Pieces?) Warner Communications, which then owned Atari, CEO, Steve Ross ordered Ray Kassar to replace Howard Scott Warshaw, the programmer of the game in our timeline, with Carla Meninsky over a matter of two hundred grand plus expenses. The game itself becomes the best-selling title for the 2600. Still, despite this aversion, Mattel and Coleco both bow out of the console wars as they did in ours.

However, one other interesting consequence is that Nintendo partnered with Atari to distribute the Famicom in territories outside of Japan. It was something that nearly happened in real life until Jack Trammel killed the deal in 1984. In terms of the games Nintendo produced, such as the iconic Super Mario Bros. and Legend of Zelda, very little would have changed. However, in terms of hardware, the mention of non-volatile random access memory in one post possibly means that players would possibly be able to save their game data on the cartridge itself. That means gamers in North America would not need to use lengthy passwords for games like Metroid and Kid Icarus. The long-term repercussions of a successful Atari/Nintendo partnership are still unknown.

One of the main reasons Nintendo dominated the industry in the late eighties and early nineties are its restrictive policies towards developers that prevented them from releasing games for competing systems. This “quality control” (though reviewers like an infamous nerd with anger issues would argue otherwise) allowed Nintendo to prevent another deluge of shovelware that plagued the previous generation with its lockout chip, though companies such as Tengen (Atari Games) and Wisdom Tree managed to bypass it. Nintendo also enacted strict censorship on the games it published. As noted by Douglas Crockford, Nintendo was quite selective in the language used in their games. Would the partnership be less restrictive in its policies towards third-party companies? Perhaps. Nintendo would have a captive Japanese market but Atari’s attempts to stem third party software were flimsy at best. If Nintendo still controlled the production of the cartridges, then I would not see a significant change in that respect.

The largest flaw I see with "Dirty Laundry" is that it only half complete and thus has not fully explored the implications of a video game market without the crash. While Andrew T confirms that Mattel bows out of the race and Coleco remains on its trajectory towards bankruptcy as it did in our timeline, there is little mention of any video game platforms to challenge Atari/Nintendo outside of the Intellivision III, now produced by Tandy. The platform itself boasts a Motorola 68000 processor (the same chip used by the Mega Drive/Genesis) with wireless controllers and boasts the ability to display 3D graphics for the low, low price of $599.99 plus tax. Andrew T leaves the system’s fate to the reader’s imagination, but it probably went the same route of another technically superior system with a similar price point in the nineties. Still, polygonal graphics still have the potential to be a game changer that could affect the next generation of consoles, particularly the Sega Mega Drive/Genesis and the successor to the Atari Nintendo System, but will need to wait a while. Andrew T last updated last May so the next update may take weeks perhaps even months. I recommend giving the thread a look; if not for the video games, then do it for pop culture in general. You will not regret it.

Alas, there are only a few pop culture alternate histories with a point of divergence predating 1982. Brainbin’s "That Wacky Redhead" focuses on video games a handful of times but it is only a sideshow to the larger cultural and even political trends. However, there are a few elements I liked, notably that a licensed Star Trek arcade game was one of Syzygy’s (as Atari is known as in that timeline) earliest hits. It also appears that several genres that rose to prominence in the nineties, like fighting and adventure games, became popular earlier with a fighting game with Bruce Lee as its main character and an adaptation of Mission Impossible as the template for adventure games. As with "Dirty Laundry", it appears that with greater emphasis on creating a quality product will mean that the market will not crash in "That Wacky Redhead". While the eighties were formative for the fledgling industry, I believe that the console wars of the next decade set the tone for the industry and its players as well as provide fertile ground for alternate historians.

Next up, Genesis Does What Nintendon’t…

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Aspiring writer and platypus enthusiast Ben Ronning has lurked the AH.com boards since June 2006. When he is not roaming the multiverse, he can be found at his blog, Thoughts of a Platypus.