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Racing the Beam : the Atari Video Computer System - Index of

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Ano<strong>the</strong>r graphical detail can be seen in <strong>the</strong> area where <strong>the</strong> liana<br />

attaches to <strong>the</strong> jungle canopy. There is a thin horizontal section <strong>of</strong> <strong>the</strong><br />

screen at <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> leaves where branches, liana, and leaves all<br />

need to be drawn on <strong>the</strong> same lines. The TIA <strong>of</strong>fers only one register to<br />

set <strong>the</strong> color for both <strong>the</strong> playfi eld and <strong>the</strong> ball, so those two elements<br />

always render in <strong>the</strong> same color when drawn on <strong>the</strong> same scan line. For<br />

this reason, <strong>the</strong> top <strong>of</strong> <strong>the</strong> liana (drawn with <strong>the</strong> ball graphic) takes <strong>the</strong><br />

green color <strong>of</strong> <strong>the</strong> leaves (drawn with playfi eld graphics). However, far<br />

from detracting from <strong>the</strong> credibility <strong>of</strong> <strong>the</strong> vine, <strong>the</strong> green-topped liana<br />

gives <strong>the</strong> impression <strong>of</strong> new growth at <strong>the</strong> jungle canopy. It doesn’t seem<br />

to be an artifact <strong>of</strong> graphical sloppiness.<br />

Activision’s peer critique improved player experience, but it also<br />

could impose a considerable burden on programmers. By <strong>the</strong> time Crane<br />

had been persuaded to add additional lives to Pitfall!, <strong>the</strong> game was o<strong>the</strong>rwise<br />

ready for release. He had already gone far beyond <strong>the</strong> 4K ROM<br />

limit, and back within it, many times, and had by his estimation spent<br />

“hundreds <strong>of</strong> hours” making <strong>the</strong> code smaller:<br />

[116]<br />

Now I had to add a display to show your number <strong>of</strong> lives remaining,<br />

and I had to bring in a new character when a new life was used. The<br />

latter was easy. Pitfall Harry already knew how to fall, and how to stop<br />

when he hit <strong>the</strong> ground. So I dropped him from behind <strong>the</strong> tree cover<br />

down to <strong>the</strong> path. For <strong>the</strong> “Lives” indicator I added vertical tally marks<br />

to <strong>the</strong> timer display. That probably only cost 24 bytes, and with ano<strong>the</strong>r<br />

20 hours <strong>of</strong> “scrunching” <strong>the</strong> code I could fi t that in. 22<br />

Creativity and Control<br />

Two years after Activision’s gang <strong>of</strong> four broke <strong>of</strong>f from <strong>Atari</strong>, fi ve o<strong>the</strong>r<br />

<strong>Atari</strong> programmers followed suit. Rob Fulop, Mark Bradley, Bill Grubb,<br />

Denis Koble, and Bob Smith teamed up with Jim Goldberger and Brian<br />

Dougherty from Mattel to found Imagic in 1981. By 1980, <strong>the</strong> programmers<br />

who were to found Imagic couldn’t have been able to ignore Activision’s<br />

early successes, which included Dragster, Boxing, Fishing Derby, and<br />

Checkers. Like Activision, Imagic established its own unique aes<strong>the</strong>tics,<br />

both in its games and its packaging. In addition to successful VCS titles<br />

like Atlantis and Cosmic Ark, Imagic started making its games for both<br />

<strong>the</strong> <strong>Atari</strong> VCS and <strong>the</strong> Intellivision, fur<strong>the</strong>r distancing <strong>the</strong> concept <strong>of</strong><br />

<strong>the</strong> third-party developer from any particular platform-making company.<br />

As <strong>the</strong> third-party marketplace grew, <strong>the</strong> studios made attempts not only

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