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When
Atari released Asteroids in 1979,
the game did something that very few
coin-operated arcade games had ever done
before: it kept selling. Months after its
introduction, when the sales cycle for an
arcade game should have ended, its
manufacturer kept receiving orders.
More than 70,000 units were sold, generating
revenues of $150,000,000 for Atari, and no
one knows for sure how many coins the
rock-splitting diversion sucked up, but
Atari estimates it made more than $500,000,000. Although
those orders long since have tapered off,
the game’s legacy lives on with innumerable
arcade, home and web-based adaptations. This
obsession, over a quarter of a century old,
owes its success to Atari programmer
Ed Logg
and a game that never took off.
With the success of Super Breakout,
Logg had established himself as a Super
Duper Game Guy (it’s the title on his
current business card). Lyle Rains, the
director of Atari’s coin-op group, needed Logg’s advice. The company was testing a
game that featured a giant asteroid which
couldn’t be destroyed. Yet that didn’t deter
players. They kept shooting at the rock. According to Logg, “[Rains] felt that if
people kept shooting at it maybe they really
want to blow up asteroids. He said, ‘Well,
why don’t we have a game where you shoot the
rocks and blow them up?’”

However, Logg was
looking for a little more strategy. He
responded to Rains’ suggestion: “I’d really
like to shoot the rocks and break them into
smaller pieces because that way the player
wouldn’t shoot everything, he would
selectively pick. He doesn’t want to
just randomly shoot because then you would
have too many rocks flying around and it
would be too damn dangerous.”
Logg knew that shooting rocks wouldn’t be
enough: “You needed to do something,
otherwise the player would just fly around
and leave one rock on the screen and there’s
no impetus to get you moving." Having
seen flying saucers in the game Spacewar,
Logg suggested that they introduce a similar
flying saucer to chase the player on to the
next round.
The next consideration was the graphics
format. “[Rains] wanted it on raster
and I suggested XY monitor because it’s
higher resolution [1,024 x 760 versus
raster’s 320 x 240] and you need that
resolution to see what angle you’re shooting
at. I was familiar with Spacewar, the
original vector game, and so I knew that the
high resolution was required.” Since
Logg was on a streak with great ideas, Rains
gave him the green light on XY monitor and
everything else. Logg was dubbed
Asteroids’ programmer, project leader and
artist. Also present in that first
meeting was Howie Delman, who joined as
engineer, and then Paul Mancuso joined the
team as the game’s technician.

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Logg
created his own font using the
game's vector graphics, and made
sure profane combinations of letters
couldn't be used on the hi-score
table. |
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Although
developing coin-op games in the ’70s was a
laborious process, thanks to the complexity
of the 6502 CPU, programming Asteroids was
surprisingly pain free. The basic
underlying routines for the existing XY
hardware had already been used in Atari’s
Lunar Lander.
One game element that evolved after the
initial Asteroids meeting was the division
of the big saucer and the small saucer.
Logg wanted two saucers with different
roles, “The big saucer would come in: ‘Shoot
me, shoot me… I’m just going to take a few
random shots… I’m cannon fodder.’” The
small saucer would arrive after three big
saucers. Its firing would be more
focused than that of the big saucer.
Throughout gameplay, the two would randomly
switch appearances. Attain a certain
score and you’d only see the small saucer.
“Once your score got higher and higher the
saucer would come in and shoot faster and
faster and faster and faster until you
reached some maximum limit,” says Logg,
“[Reach that limit and] the spaceship is
probably coming in as fast as he can, he’s
shooting as fast he can and there’s an angle
range that he shoots you at and it slowly
decreases until he is extremely accurate.”
Asteroids maxes out in complexity somewhere
between 40,000 and 60,000 points. Logg
has reached that range and beyond.
He’s taken the machine to 99,999 points.
After
only two years of programming games, Logg
had already witnessed patterns within Atari
that hinted at a game’s impending success.
“I could tell when late in the project
people would come in and bug you: ‘Can I
play the game now? Can I play the game
now?’ Or you’d leave for the night,
come back and the hi-score table would be
full.” While all were good indicators,
accolades from fellow engineers are rarely
good predictors of market performance.
The game needed real-world testing, which it
got in Sacramento, California. Logg
describes the first time he saw a normal
person play his game, “First guy just walked
up to the game, put a quarter in and died
instantly. It must have been a
15-second game. And he turned around
and put another quarter in. And for me
that was like, ‘Okay, I know now that this
game is okay.’ Usually when people die
after 15 seconds they say, ‘Oh shit, the
game’s too hard,’ and walk away. But
in this case, it was clear to me that the
player said, ‘I screwed up, I can do
better.’ And that’s what you want to
see in a game.”
“The initial game design was set up so that
as soon as the saucer came in he would take
a shot,” says Logg. “And most people
would hear the saucer sound first, and try
to locate him. By this time of course
the saucer has already taken a shot and if
you weren’t paying attention or unlucky he
could nail you before you even had a chance
to do anything. So it was felt, and I
agreed, that the saucer had to wait a little
while before he took a shot at you.
This opened the doors to the whole lurking
strategy.” Logg wasn’t too concerned,
since he tried to master lurking and was
unsuccessful, so he felt nobody could do it.
But that ‘delay before firing’ did result in
the development of lurking, and Logg finally
figured out how to do it himself.

Players
used lurking to impress their friends.
Operators started to complain about lost
revenue. In response, Logg and his
team created a new ‘lurk-limiting’ EPROM
(Erasable Programmable Read-Only Module) to
replace the old one. Asteroids
fans soon realized that some machines were
harder than others. If they came upon
a machine with the new lurking-disabled
EPROM, they’d move on to another machine.
Experts wanted to lurk and show off. Others
wanted to imitate the masters and learn how
to lurk. No one knows for sure, but
lurking may have been the factor that kept
the game in play for such a long time.
Get good enough at Asteroids and
the game slows down; Logg had no idea that
players were going to cap his resources.
It’s a programming error that Logg admits
to, “I should have limited the number of the
player spaceships to ten or something.
But I drew so many across the top of the
screen and I kept drawing them off the edge
of the screen that the game actually slowed
down.” Build 50 to 100 lives and the
game will begin to crawl.
Collect more than 250 lives and you may lose
your game. It’s the fault of the
machine’s watchdog circuit. To stay
operational, coin-operated arcade units need
a periodic response from the program.
The watchdog circuit tells the machine that
the game is still working. If too much
time passes and the program doesn’t receive
a response, the watchdog circuit will think
the game’s dead and it will reboot.

Logg
definitely yearns for the earlier days of
game developing, where he only dealt with
one or two people instead of 30 and it only
took a few weeks instead of a year and a
half to develop a prototype. Asteroids
has been a major part of his life. He
used to play the game in his sleep.
When he mentions it to people, he often gets
the response, “Oh, so you’re responsible for
all my lost milk money.” Logg,
however, doesn’t accept responsibility.
That’s not to say he wouldn’t give
Asteroids credit for his marriage: in
an odd twist, before he ever met his wife,
she already owned a coin-op Asteroids
in her home.
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Taken from an
article that originally appeared in
Edge
Magazine E117 · |
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