In
1976, an MIT graduate named Larry Rosenthal, who had
been attempting to lure various coin-op companies
to buy into his new Space Wars video
game prototype and his patented vector graphics display,
finally landed at Cinematronics, a company based at
El Cajon, CA and in the business of manufacturing
Pong variations. Rosenthal's demand
of a equal split of future Space Wars'
profits between himself and the manufacturer, as well
as the licensing of his Vectorbeam monitor rights,
were scoffed at by all companies in the business...all
except Cinematronics, then co-owned by Tom Stroud
and Jim Pierce, who decided to give it a shot.
Space Wars itself was based upon a game
which had been around for years, initially created
by MIT student Steve Russell (and his hacker buddies)
as a demostration of the capabilities of the old PDP-1
computer. Whether or not the "Space War"
game idea itself was actually copyrighted by Rosenthal
is not clear, but there have been murmurs that he
actually obtained the copyright of the game from Russell,
which would contradict the well-known rumor of the
game being public domain. What is known, however,
is that Rosenthal possesed the copyright to his vector
display, which he called the "Vectorbeam" monitor,
and which he licensed to Cinematronics for each Space
Wars game produced.
This new vector display was capable of rendering only
straight lines between points, no solid or rounded
shapes as in the normal raster displays, and even
though this limited the detail of the graphics to
some degree, the resolution was phenomenal, a bright
crisp contrast to the heavily pixelated games of the
time. To his credit, Rosenthal's use of the vector
display seems to have been proven as a major reason
behind the success of Space Wars, as
the first coin-operated video game called Computer
Space, designed by Atari founder Nolan Bushnell
and produced by Nutting Associates in 1972, had also
been based on Russell's "Space War"
game. In contrast to Rosenthal's Space Wars, Bushell's
Computer Space was a blocky, slow mess,
which was more frustrating to play than fun. Space
Wars, having the technological advantage of coming
five years after Computer Space, was
a smooth, fast and beautiful creation, with many options
to spice up the head-to-head spaceship battle. Players
could choose to make the center of the screen a "Black
Hole" which would suck the ships into its core and
destroy them. Or players could choose the opposite,
to have the center repel the ships with "negative
gravity." They could also choose to have an expanded
universe, in which the battle would continue outside
the screen, players using only their memory as a reference
to extrapolate shots and flightpath, intercepting
their opponent. A wonderful creation that quickly
impacted players across the country.
Space Wars became wildly popular in
arcades, rated by game operators as the top earner
of the year in 1978. Sales figures of the game are
estimated to be in the neighborhood of 30,000 units,
and given Rosenthal's deal with Cinematronics, it
is safe to assume that he quickly became a very wealthy
man, the profits of Space Wars netting
him what would appear to be an eight figure sum
(Do the math).
The video game business was, and always has been,
all about following the leader. If a game, a game
feature, or a specific technology became popular (a
word synonymous with profitable in the coin-op
world), it was certain to beget derivatives. Thus
began the fabled and meteoric rise of vector games
in the world of coin-operated amusement. And if the
folks at Cineamtronics had stopped the Space
Wars manufacturing line, and switched off
the loud equipment, a dull rumble could have been
heard, to the north, at the industry acropolis of
Atari.
Space Wars stayed atop the charts for
months to come (in fact it was still one of the top
ten games in 1980) but Rosenthal soon left Cinematronics
to start his own company which, like his display technology,
he also called Vectorbeam. Whether or not Pierce and
Stroud grew a dislike for the 50-50 profit split with
Rosenthal and pushed him out, refusing to repeat the
arrangement on his next game, or whether a different
situation occured, is unclear. The split off was definitely
not amicable, but either which way, Rosenthal used
the substantial revenue from Space Wars
to start Vectorbeam, which was solely dedicated to
producing coin-operated vector games (the only company
ever which can claim this).
Vectorbeam also had the right to produce Space
Wars, and they did, dropping the "s" and calling
it simply Space War, but with the exact
same features and gameplay of the original. Other
than Space War, Speed Freak, the unique
vector driving game, was the only real production
game that came from Vectorbeam as it existed under
Rosenthal. Speed Freak was the most
advanced driving game of its time, and it definitely
lived up to its name; your speed increases exponentially
as you hold down the throttle in fouth gear, giving
good players an amazing ride for a quarter. (The cars
which the passed the player's on the road were 3-D
and wireframed, a predecessor to the tanks which would
later be used in Battlezone by Atari).
Back at Cinematronics, immediately after Rosenthal
left in early 1978, Tim Skelly was hired as the sole
game designer, beginning work on Starhawk,
a first person shooting game. However, when Rosenthal
left to form Vectorbeam, he cleaned house, moving
all of his developing tools over to Vectorbeam and
taking the only copy of the instructions for programming
the CPU, which requiried Skelly to effectively start
development from scratch and reverse engineer Cinematronics'
own CPU board. The result was Starhawk
missing the AMOA show of 1978, an omission detrimental
to sales at the time. Starhawk, however,
made the show in London soon afterwards and was still
enough of a success to keep the doors open and, along
with the still popular Space Wars, kept
Cinematronics' workers employed.
Skelly pressed on and created Sundance,
a very unique game but one with numerous manufacturing
flaws. The phosphor coating on the inside of the game's
monitor was applied incorrectly, flaking off and causing
the monitor circuit boards to short out. Additionally,
the monitor circuitry itself was very fragile, as
they added a gray scale adapter to it, requiring lots
of cuts and jumper wires. This resulted in most Sundance
machines arriving at their distriubutors DOA , therein
immediately returned for a refund.
Dan Sunday, a designer at Vectorbeam along with Rosenthal,
had started the development of the game Tailgunner,
and also a primitive "rotating rings" game that would
later inspire the creation of Star Castle,
both to be released by Cinematronics after the buy-out.
Yes, that's right. Vectorbeam only lasted about one
year (from the fall of 1978 to the fall of 1979) and
then Rosenthal sold the factory and the Vectorbeam
technology rights to Cinematronics. He then took his
substantial wealth (even after the failure of Vectorbeam
he was still easily a millionaire) and left the game
business for good, never to be heard from again.
One mystery he may have left unanswered forever is
the game Scramble. Some say it was produced,
and others claim only a flyer and a mock-up cabinet
were ever produced. No Scramble has
ever been found, and nobody with a definite recollection
of ever seeing a Scramble has ever spoke
out. It may very well remain a mystery...
The game Barrier, manufactured just
after the Vectorbeam buyout by Cinematronics, is also
an interesting story. Barrier was a
game designed at Cinematronics as an excercise for
newly-hired programmer Rob Patton, and was initially
named Blitz. Jim Pierce, co-owner of
Cinematronics, came up with the gameplay idea, which
was curiously identical to the handheld Mattel
football electronic game which was very popular at
the time. As Skelly remembers, "To make Jim happy,
we put it out on test. It did very poorly, to put
it nicely, and we stuffed it in the closet."
Bill Cravens, President of Vectorbeam, visited Cinematronics
before the buyout, looking for something his company
could build and and sell quickly. "Cinematronics sold
him Blitz," Skelly says. "And we all
laughed our asses off."
However, the laughter died abruptly, as this happened
only a matter of weeks before the buyout of Vectorbeam
by Cinematronics, which nobody at Cinematronics had
apparently forseen. "When Cinematronics took over
Vectorbeam they found themselves stuck in Vectorbeams
position," says Skelly. "They had employees, an assembly
line, and nothing to build. So--and here comes the
irony--they were forced to endure the fate they had
intended for their foes: they had to build Barrier."
Meanwhile, while the rival frat house rubs were going
on down in El Cajon, Atari had just unleashed Lunar
Lander, its first vector game, which, like
Cinematronics' first vector, was based on an older
computer game which had been around for a while. It
had an interesting control lever for thrust, and the
display was virtually identical to what players had
seen on the black and white vector monitors of Cinematronics
and Vectorbeam. Lunar Lander's production was stopped
abruptly, however. In fact, so abruptly that cabinet
production was well ahead of the rest of the assembly
line, and when Asteroids machines were
grossly outselling and earning Lunar Landers,
the pre-produced cabinets of Lunar Lander
went out with Asteroids in them. Asteroids
was the biggest vector game ever, and Atari's biggest
coin-operated game ever. If Space War
got vector games' proverbial foot in the door of mainstream
arcades, Asteroids knocked it off the
hinges. Gamers across the nation were entranced by
its bright, pulsing graphics and wonderful gameplay.
Back at Cinematronics, Vectorbeam's factory would
produce only a very small number of Barrier
games. And before its doors were shut forever,
Warrior, the world's first one-on-one fighting
game, would be manufactured and unknowingly start
a family tree which would later blossom in the mid
80's with Karate Champ, and later in
the 90's with the blockbuster japanese import Street
Fighter. As with Barrier, it
would be built under the name 'Vectorbeam a Cinematronics
company' and very few were produced. Warrior
utilized the best video game cabinet artwork ever,
exterior and interior, to make it a wonderous spectical.
Sunday and Rosenthal's Tailgunner would
be given finishing touches by Skelly and released
at Cinematonics to mediocre results. Likewise, Scott
Boden's Solar Quest acheived only modest
production. However, things quickly looked up as Star
Castle began a run of success for Cinematronics
(helped by Asteroids possibly?) selling
well and giving players some color to look at. The
rings in Star Castle were each a different
color, implemented with a multi-colored overlay over
a black and white monitor. Along with being a great
game, and spicing up the display with its overlay,
it was one of (if not the) first video games with
an element of artificial intellegence. A small 'fuseball'
chased the player around, adjusting to the movement
of the player's spaceship, and acting independent
of the rest of the actions in the game.
Rip-Off was next. It's gameplay possessed
another first. It was the first two-player simultaneous
co-operative game. Although games like Space
War and Tank had pitted players
in head-to-head battle, Rip-Off challenged
them to work together, as that was the best way to
protect your fuel canisters from being stolen and
achieve high scores.
The final game by Skelly, and the final black and
white vector game produced by Cinematronics, was Armor
Attack. Controlling your tank in a downtown
war zone, players had to navigate buildings, battle
other tanks, and also deal with attack from the air,
an element unique to this bird's eye viewed tank game.
Helicopters zoomed onto the screen, attempting to
ambush and destory the players tanks. Skelly left
Cinematronics before Armor Attack saw
production. "Why?" you ask. "Where did he go?" you
say. Well, read on...as I ask Tim those very things
in an exclusive interview.
Want to read Part 2 of "The Rise and Fall
of Vectors?"
Get your hungry hands on the first issue of
Syzygy
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