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{{short description|American video game and home computer company}}
{{Short description|American video game developer (1972–1992)}}
{{about|the first company named Atari|information on the Atari brand and its history |Atari|the current company|Atari, Inc. (1993–present)}}
{{about|the first company named Atari|information on the Atari brand and its history |Atari|the current company|Atari, Inc. (1993–present)}}
{{Use mdy dates|date=May 2017}}
{{Use mdy dates|date=May 2017}}
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| industry = [[Video game industry|Video games]]
| industry = [[Video game industry|Video games]]
| founders = {{unbulleted list|[[Nolan Bushnell]]|[[Ted Dabney]]}}
| founders = {{unbulleted list|[[Nolan Bushnell]]|[[Ted Dabney]]}}
| products = {{unbulleted list|[[Pong]]|[[Atari 2600]]|[[Atari 8-bit family]]|[[Atari 5200]]}}
| products = {{unbulleted list|[[Pong]]|[[Atari 2600]]|[[Atari 8-bit computers]]|[[Atari 5200]]}}
| num_employees = <!--peak number of employees-->
| num_employees = <!--peak number of employees-->
| parent = [[Warner Communications]] (1976–1984)
| parent = [[Warner Communications]] (1976–1984)
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From 1978 through 1982, Atari continued to expand at a great pace and was the leading company in the growing video game industry. Its arcade games such as ''[[Asteroids (video game)|Asteroids]]'' helped to usher in a [[golden age of arcade video games|golden age of arcade games]] from 1979 to 1983, while the arcade conversion of [[Taito]]'s ''[[Space Invaders]]'' for the VCS became the console's system seller and [[killer application]]. Atari's success drew new console manufacturers to the market, including [[Mattel Electronics]] and [[Coleco]], and fostered [[third-party developer]]s such as [[Activision]] and [[Imagic]].
From 1978 through 1982, Atari continued to expand at a great pace and was the leading company in the growing video game industry. Its arcade games such as ''[[Asteroids (video game)|Asteroids]]'' helped to usher in a [[golden age of arcade video games|golden age of arcade games]] from 1979 to 1983, while the arcade conversion of [[Taito]]'s ''[[Space Invaders]]'' for the VCS became the console's system seller and [[killer application]]. Atari's success drew new console manufacturers to the market, including [[Mattel Electronics]] and [[Coleco]], and fostered [[third-party developer]]s such as [[Activision]] and [[Imagic]].


Looking to stave off new competition in 1982, Atari leaders made some poor decisions that resulted in overproduction of units and games that did not meet sales expectations. Atari had also ventured into the [[home computer]] market with their first [[Atari 8-bit family|8-bit computers]], but their products did not fare as well as their competitors'. The once-profitable Atari lost more than {{USD|530 million}} in 1983, leading to Kassar's resignation and the appointment of [[James J. Morgan]] as CEO. Morgan attempted to turn Atari around with layoffs and other cost-cutting efforts, but the company's financial hardships had already reverberated through the industry, leading to the [[1983 video game crash|1983 crash]] that devastated the U.S. video game market.
Looking to stave off new competition in 1982, Atari leaders made decisions that resulted in overproduction of units and games that did not meet sales expectations. Atari had also ventured into the [[home computer]] market with their first [[Atari 8-bit computers|8-bit computers]], but their products did not fare as well as their competitors'. Atari lost more than {{USD|530 million}} in 1983, leading to Kassar's resignation and the appointment of [[James J. Morgan]] as CEO. Morgan attempted to turn Atari around with layoffs and other cost-cutting efforts, but the company's financial hardships had already reverberated through the industry, leading to the [[1983 video game crash|1983 crash]] that devastated the U.S. video game market.


Warner Communications sold the home console and computer division of Atari to [[Jack Tramiel]] in July 1984, who then renamed his company [[Atari Corporation]]. Atari, Inc. was renamed Atari Games, Inc. after the sale. In 1985, Warner formed a new corporation jointly with Namco, [[Atari Games|AT Games, Inc.]], which acquired the coin-operated assets of Atari Games, Inc. AT Games was subsequently renamed Atari Games Corporation. Atari Games, Inc. was then renamed Atari Holdings, Inc. and remained a non-operating subsidiary of Warner Communications and its successor, Time Warner, before being merged back into the parent company in 1992.
Warner Communications sold the home console and computer division of Atari to [[Jack Tramiel]] in July 1984, who then renamed his company [[Atari Corporation]]. Atari, Inc. was renamed Atari Games, Inc. after the sale. In 1985, Warner formed a new corporation jointly with Namco, [[Atari Games|AT Games, Inc.]], which acquired the coin-operated assets of Atari Games, Inc. AT Games was subsequently renamed Atari Games Corporation. Atari Games, Inc. was then renamed Atari Holdings, Inc. and remained a non-operating subsidiary of Warner Communications and its successor, Time Warner, before being merged back into the parent company in 1992.


=={{anchor|Origin}}Origins==
=={{anchor|Origin}}Origins==
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While studying at the [[University of Utah]], electrical engineering student [[Nolan Bushnell]] had a part-time job at an [[amusement arcade]], where he became familiar with arcade [[electro-mechanical game]]s. He watched customers play and helped maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.<ref name="NGen23">{{cite magazine |title=The Great Videogame Swindle? |magazine=[[Next Generation (magazine)|Next Generation]] |issue=23 |publisher=[[Imagine Media]] |date=November 1996 |pages=211–229 |url=https://archive.org/details/NextGeneration23Nov1996P2/page/n72}}</ref>
While studying at the [[University of Utah]], electrical engineering student [[Nolan Bushnell]] had a part-time job at an [[amusement arcade]], where he became familiar with arcade [[electro-mechanical game]]s. He watched customers play and helped maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.<ref name="NGen23">{{cite magazine |title=The Great Videogame Swindle? |magazine=[[Next Generation (magazine)|Next Generation]] |issue=23 |publisher=[[Imagine Media]] |date=November 1996 |pages=211–229 |url=https://archive.org/details/NextGeneration23Nov1996P2/page/n72}}</ref>


In 1968, Bushnell graduated, became an employee of [[Ampex]] in San Francisco and worked alongside [[Ted Dabney]]. The two found they had shared interests and became friends. Bushnell shared with Dabney his gaming-pizza parlor idea, and had taken him to the computer lab at [[Stanford University centers and institutes|Stanford Artificial Intelligence Laboratory]] to see the games on those systems.<ref name="edge">{{cite magazine | title = The Untold Atari Story | first= Leonard | last = Herman | date = April 2009 | volume =200 | magazine = [[Edge (magazine)|Edge]] | pages = 94–99 }}</ref> They jointly developed the concept of using a standalone computer system with a monitor and attaching a coin slot to it to play games on.<ref name="edge"/>
In 1968, Bushnell graduated, became an employee of [[Ampex]] in San Francisco and worked alongside [[Ted Dabney]]. The two found they had shared interests and became friends. Bushnell shared with Dabney his gaming-pizza parlor idea, and had taken him to the computer lab at [[Stanford University centers and institutes|Stanford Artificial Intelligence Laboratory]] to see the games on those systems.<ref name="edge">{{cite magazine | title = The Untold Atari Story | first= Leonard | last = Herman | date = April 2009 | volume =200 | magazine = [[Edge (magazine)|Edge]] | pages = 94–99 }}</ref> They jointly developed the concept of using a standalone computer system with a monitor and attaching a coin slot to it to play games on.<ref name="edge"/>


To create the game, Bushnell and Dabney decided to start a partnership called Syzygy Engineering, each putting in {{USD|250}} of their own funds to support it.<ref name="edge"/> They had also asked fellow Ampex employee Larry Bryan to participate, and while he had been on board with their ideas, he backed out when asked to contribute financially to starting the company.<ref name="rise and fall chp2">{{cite book | title= Zap! The Rise and Fall of Atari | first= Scott |last= Cohen | date = 1984 | publisher =[[McGraw-Hill]] | isbn =9780070115439| chapter=Chapter 2 | pages=15–24 }}</ref>
To create the game, Bushnell and Dabney decided to start a partnership called Syzygy Engineering, each putting in {{USD|250}} of their own funds to support it.<ref name="edge"/> They had also asked fellow Ampex employee Larry Bryan to participate, and while he had been on board with their ideas, he backed out when asked to contribute financially to starting the company.<ref name="rise and fall chp2">{{cite book | title= Zap! The Rise and Fall of Atari | first= Scott |last= Cohen | date = 1984 | publisher =[[McGraw-Hill]] | isbn =9780070115439| chapter=Chapter 2 | pages=15–24 }}</ref>


Bushnell and Dabney worked with [[Nutting Associates]] to manufacture their product. Dabney developed a method of using video circuitry components to mimic functions of a computer for a much cheaper cost and a smaller space. Bushnell and Dabney used this to develop a variation on ''[[Spacewar!]]'' called ''[[Computer Space]]'' where the player shot at two [[UFO]]s. Nutting manufactured the game. While they were developing this, they joined Nutting as engineers, but they also made sure that Nutting placed a "Syzygy Engineered" label on the control panel of each ''Computer Space'' game sold to reflect their work in the game.<ref name="edge"/><ref name="syzygy engineering">{{cite web
Bushnell and Dabney worked with [[Nutting Associates]] to manufacture their product. Dabney developed a method of using video circuitry components to mimic functions of a computer for a much cheaper cost and a smaller space. Bushnell and Dabney used this to develop a variation on ''[[Spacewar!]]'' called ''[[Computer Space]]'' where the player shot at two [[UFO]]s. Nutting manufactured the game. While they were developing this, they joined Nutting as engineers, but they also made sure that Nutting placed a "Syzygy Engineered" label on the control panel of each ''Computer Space'' game sold to reflect their work in the game.<ref name="edge"/><ref name="syzygy engineering">{{cite web
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| title = Al Alcorn Interview
| title = Al Alcorn Interview
| date = March 11, 2008
| date = March 11, 2008
| url=http://retro.ign.com/articles/858/858351p1.html
| url = http://retro.ign.com/articles/858/858351p1.html
| access-date = September 11, 2008
| access-date = September 11, 2008 }}</ref><ref name="nolanmagnavox">{{cite web|author=Ador Yano |url=http://www.ralphbaer.com/video_game_history.htm |title=Video game history |publisher=Ralphbaer.com |access-date=November 29, 2012}}</ref><ref name="1up">{{cite web|url=http://www.1up.com/do/feature?pager.offset=3&cId=3159462 |title=Videogames Turn 40 Years Old |publisher=1up |url-status=dead |archive-url=http://arquivo.pt/wayback/20160522220814/http://www.1up.com/do/feature?pager.offset=3&cId=3159462 |archive-date=May 22, 2016 |df=mdy }}</ref> which would go on to be named ''[[Pong]]''. Bushnell had Alcorn use Dabney's video circuit concepts to help develop the game, believing it would be a first prototype, but Alcorn's success impressed both Bushnell and Dabney, leading them to believe they had a major success on hand and prepared to offer the game to Bally as part of the contract.<ref name="edge"/>
| archive-date = February 10, 2012
| archive-url = https://web.archive.org/web/20120210151258/http://retro.ign.com/articles/858/858351p1.html
| url-status = live
}}</ref><ref name="nolanmagnavox">{{cite web |author=Ador Yano |url=http://www.ralphbaer.com/video_game_history.htm |title=Video game history |publisher=Ralphbaer.com |access-date=November 29, 2012 |archive-date=December 23, 2011 |archive-url=https://web.archive.org/web/20111223011401/http://www.ralphbaer.com/video_game_history.htm |url-status=live }}</ref><ref name="1up">{{cite web|url=http://www.1up.com/do/feature?pager.offset=3&cId=3159462 |title=Videogames Turn 40 Years Old |publisher=1up |url-status=dead |archive-url=http://arquivo.pt/wayback/20160522220814/http://www.1up.com/do/feature?pager.offset=3&cId=3159462 |archive-date=May 22, 2016 |df=mdy }}</ref> which would go on to be named ''[[Pong]]''. Bushnell had Alcorn use Dabney's video circuit concepts to help develop the game, believing it would be a first prototype, but Alcorn's success impressed both Bushnell and Dabney, leading them to believe they had a major success on hand and prepared to offer the game to Bally as part of the contract.<ref name="edge"/>


Meanwhile, Bushnell and Dabney had gone to incorporate the firm, but found that [[Syzygy (astronomy)|Syzygy]] (an astronomical term) already existed in California. Bushnell enjoyed the strategy board game ''[[Go (game)|Go]]'', and in considering various terms from the game, they chose to name the company ''[[Atari (go)|atari]]'', a Japanese term {{linktext|当たり}} that in the context of the game means a state where a [[Rules of go#Stones|stone]] or group of stones is imminently in danger of being taken by one's opponent (equivalent to the concept of [[check (chess)|check]] in [[chess]]).<ref name="edge"/> Other terms Bushnell had offer included ''[[List of Go terms#Gote.2C sente and tenuki|sente]]'' (when a Go player has the initiative; Bushnell would use this term years later to name [[Sente Technologies|another company of his]]) and ''[[Hane (Go)|hane]]'' (a ''Go'' move to go around an opponent's pieces).<ref name="rise and fall chp2"/> Atari was incorporated in the state of California on June 27, 1972.<ref name="rise and fall chp2"/><ref name="inc1972">[https://web.archive.org/web/20071016062150/http://kepler.ss.ca.gov/corpdata/ShowAllList?QueryCorpNumber=C0654542 California Secretary of State - California Business Search - Corporation Search Results]</ref>
Meanwhile, Bushnell and Dabney had gone to incorporate the firm, but found that [[Syzygy (astronomy)|Syzygy]] (an astronomical term) already existed in California. Bushnell enjoyed the strategy board game ''[[Go (game)|Go]]'', and in considering various terms from the game, they chose to name the company ''[[Atari (go)|atari]]'', a Japanese term {{linktext|当たり}} that in the context of the game means a state where a [[Rules of go#Stones|stone]] or group of stones is imminently in danger of being taken by one's opponent (equivalent to the concept of [[check (chess)|check]] in [[chess]]).<ref name="edge"/> Other terms Bushnell had offer included ''[[List of Go terms#Gote.2C sente and tenuki|sente]]'' (when a Go player has the initiative; Bushnell would use this term years later to name [[Sente Technologies|another company of his]]) and ''[[Hane (Go)|hane]]'' (a ''Go'' move to go around an opponent's pieces).<ref name="rise and fall chp2"/> Atari was incorporated in the state of California on June 27, 1972.<ref name="rise and fall chp2"/><ref name="inc1972">[https://web.archive.org/web/20071016062150/http://kepler.ss.ca.gov/corpdata/ShowAllList?QueryCorpNumber=C0654542 California Secretary of State - California Business Search - Corporation Search Results]</ref>


Bushnell and Dabney offered to license ''Pong'' to both Bally and its Midway subsidiary, but both companies rejected it because it required two players. Instead, Bushnell and Dabney opted to create a test unit themselves and see how it was received at a local establishment.<ref name="edge"/> By August 1972, the first ''Pong'' was completed. It consisted of a black and white television from [[Walgreens]], the special game hardware, and a coin mechanism from a laundromat on the side which featured a milk carton inside to catch coins. It was placed in a [[Sunnyvale, California|Sunnyvale]] tavern by the name of Andy Capp's to test its viability.<ref>[[Retro gamer]] issue 83. In the chair with Allan Alcorn</ref> The test was extremely successful, so the company created twelve more test units, ten which were distributed across other local bars.<ref name="edge"/> They found that the machines were averaging around {{USD|400}} a week each; in several cases, when bar owners reported that the machines were malfunctioning, Alcorn found that it was due to the coin collector had been overflowing with quarters, shorting out the coin slot mechanism.<ref name="edge"/> They reported these numbers to Bally, who still had not decided on taking the license. Bushnell and Dabney realized that they needed to expand on the game but formally needed to get out of their contract with Bally. Bushnell told Bally that they could offer to make another game for them, but only if they rejected ''Pong''; Bally agreed, letting Atari off the hook for the pinball machine design as well.<ref name="edge"/>
Bushnell and Dabney offered to license ''Pong'' to both Bally and its Midway subsidiary, but both companies rejected it because it required two players. Instead, Bushnell and Dabney opted to create a test unit themselves and see how it was received at a local establishment.<ref name="edge"/> By August 1972, the first ''Pong'' was completed. It consisted of a black and white television from [[Walgreens]], the special game hardware, and a coin mechanism from a laundromat on the side which featured a milk carton inside to catch coins. It was placed in a [[Sunnyvale, California|Sunnyvale]] tavern by the name of Andy Capp's to test its viability.<ref>[[Retro gamer]] issue 83. In the chair with Allan Alcorn</ref> The test was extremely successful, so the company created twelve more test units, ten which were distributed across other local bars.<ref name="edge"/> They found that the machines were averaging around {{USD|400}} a week each; in several cases, when bar owners reported that the machines were malfunctioning, Alcorn found that it was due to the coin collector had been overflowing with quarters, shorting out the coin slot mechanism.<ref name="edge"/> They reported these numbers to Bally, who still had not decided on taking the license. Bushnell and Dabney realized that they needed to expand on the game but formally needed to get out of their contract with Bally. Bushnell told Bally that they could offer to make another game for them, but only if they rejected ''Pong''; Bally agreed, letting Atari off the hook for the pinball machine design as well.<ref name="edge"/>


After talks to release ''Pong'' through Nutting and several other companies broke down, Bushnell and Dabney decided to release Pong on their own,<ref name="computerspace" /> and Atari, Inc. transformed into a coin-op design and production company. Using investments and funds from a coin-operated machine route, they leased a former concert hall and roller rink in [[Santa Clara, California|Santa Clara]] to produce ''Pong'' cabinets on their own with hired help for the production line. Bushnell had also set up arrangements with local coin-op-game distributors to help move units. Atari shipped their first commercial ''Pong'' unit in November 1972. Over 2,500 ''Pong'' cabinets were made in 1973, and by the end of its production in 1974, Atari had made over 8,000 ''Pong'' cabinets.<ref name="rise and fall chp3">{{cite book | title= Zap! The Rise and Fall of Atari | first= Scott |last= Cohen | date = 1984 | publisher =[[McGraw-Hill]] | isbn =9780070115439| chapter= Chapter 3 | pages=25 }}</ref>
After talks to release ''Pong'' through Nutting and several other companies broke down, Bushnell and Dabney decided to release Pong on their own,<ref name="computerspace" /> and Atari, Inc. transformed into a coin-op design and production company. Using investments and funds from a coin-operated machine route, they leased a former concert hall and roller rink in [[Santa Clara, California|Santa Clara]] to produce ''Pong'' cabinets on their own with hired help for the production line. Bushnell had also set up arrangements with local coin-op-game distributors to help move units. Atari shipped their first commercial ''Pong'' unit in November 1972. Over 2,500 ''Pong'' cabinets were made in 1973, and by the end of its production in 1974, Atari had made over 8,000 ''Pong'' cabinets.<ref name="rise and fall chp3">{{cite book | title= Zap! The Rise and Fall of Atari | first= Scott |last= Cohen | date = 1984 | publisher =[[McGraw-Hill]] | isbn =9780070115439| chapter= Chapter 3 | pages=25 }}</ref>


Atari could not produce ''Pong'' cabinets fast enough to meet the new demand, leading to a number of existing companies in the electro-mechanical games industry and new ventures to produce their own versions of ''Pong''.<ref name="down many times"/> [[Ralph H. Baer]], who had patented the concepts behind the Odyssey through his employer [[Sanders Associates]], felt ''Pong'' and these other games infringed on his ideas. [[Magnavox]] filed suit against Atari and others in April 1974 for patent infringement.<ref>{{cite news| title = Magnavox Sues Firms Making Video Games, Charges Infringement| newspaper = The Wall Street Journal| date = 17 April 1974}}</ref> Under legal counsel's advice, Bushnell opted to have Atari settle out of court with Magnavox by June 1976, agreeing to pay {{USD|1,500,000|long=no}} in eight installments for a perpetual license for Baer's patents and to share technical information and grant a license to use the technology found in all current Atari products and any new products announced between June 1, 1976, and June 1, 1977.<ref name="Ultimate-Legal">{{cite book| title = [[Ultimate History of Video Games]]| first = Steven| last = Kent| authorlink = Steven L. Kent| pages = 45–48| chapter = And Then There Was Pong| publisher = Three Rivers Press| isbn = 0-7615-3643-4| year = 2001}}</ref><ref name="atari fun chp5"/>
Atari could not produce ''Pong'' cabinets fast enough to meet the new demand, leading to a number of existing companies in the electro-mechanical games industry and new ventures to produce their own versions of ''Pong''.<ref name="down many times"/> [[Ralph H. Baer]], who had patented the concepts behind the Odyssey through his employer [[Sanders Associates]], felt ''Pong'' and these other games infringed on his ideas. [[Magnavox]] filed suit against Atari and others in April 1974 for patent infringement.<ref>{{cite news| title = Magnavox Sues Firms Making Video Games, Charges Infringement| newspaper = The Wall Street Journal| date = 17 April 1974}}</ref> Under legal counsel's advice, Bushnell opted to have Atari settle out of court with Magnavox by June 1976, agreeing to pay {{USD|1,500,000|long=no}} in eight installments for a perpetual license for Baer's patents and to share technical information and grant a license to use the technology found in all current Atari products and any new products announced between June 1, 1976, and June 1, 1977.<ref name="Ultimate-Legal">{{cite book| title = [[Ultimate History of Video Games]]| first = Steven| last = Kent| authorlink = Steven L. Kent| pages = 45–48| chapter = And Then There Was Pong| publisher = Three Rivers Press| isbn = 0-7615-3643-4| year = 2001}}</ref><ref name="atari fun chp5"/>


===Early arcade and home games (1973–1976)===
===Early arcade and home games (1973–1976)===
Around 1973, Bushnell began to expand out the company, moving their corporate headquarters to [[Los Gatos, California|Los Gatos]].<ref name="atari fun chp3"/> Bushnell contracted graphic design artist [[George Opperman]], who ran his own design firm, to create a logo for Atari. Opperman has stated that the logo that was selected was based on the letter "A" but considering Atari's success with ''Pong'', created the logo to fit the "A" shape, with two players on opposite sides of a center line. However, some within Atari at this time dispute this, stating that Opperman had provided several different possible designs and this was the one selected by Bushnell and others. The logo first appeared on Atari's arcade game ''[[Space Race (video game)|Space Race]]'' in 1973, and had become known as the "Fuji" due to its resemblance to [[Mount Fuji]]. In 1976, Atari hired Opperman to establish the company's own art and design division.<ref>{{cite book | last = Lapetino | first = Tim | title = Art of Atari | publisher = [[Dynamite Entertainment]] | date = 2016 | isbn = 9781524101060 | pages = 36–37 }}</ref>
Around 1973, Bushnell began to expand out the company, moving their corporate headquarters to [[Los Gatos, California|Los Gatos]].<ref name="atari fun chp3"/> Bushnell contracted graphic design artist [[George Opperman]], who ran his own design firm, to create a logo for Atari. Opperman has stated that the logo that was selected was based on the letter "A" but considering Atari's success with ''Pong'', created the logo to fit the "A" shape, with two players on opposite sides of a center line. However, some within Atari at this time dispute this, stating that Opperman had provided several different possible designs and this was the one selected by Bushnell and others. The logo first appeared on Atari's arcade game ''[[Space Race (video game)|Space Race]]'' in 1973, and had become known as the "Fuji" due to its resemblance to [[Mount Fuji]]. In 1976, Atari hired Opperman to establish the company's own art and design division.<ref>{{cite book | last = Lapetino | first = Tim | title = Art of Atari | publisher = [[Dynamite Entertainment]] | date = 2016 | isbn = 9781524101060 | pages = 36–37 }}</ref>


From late 1972 to early 1973, a rift in the business relationship between Bushnell and Dabney began to develop, with Dabney feeling he was being pushed to the side by Bushnell while Bushnell saw Dabney as a potential roadblock to his larger plans for Atari.<ref name="atari fun chp3"/> By March 1973, Dabney formally left Atari, selling his portion of the company for {{USD|250,000}}.<ref name="wired">{{cite magazine | url = https://www.wired.com/story/inside-story-of-pong-excerpt/ | title = The Inside Story of Pong and the Early Days of Atari | first= Leslie | last = Berlin | date = November 11, 2017 | access-date = May 26, 2018 | magazine = [[Wired (magazine)|Wired]] }}</ref><ref name="atari fun chp3">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 3| pages = [https://archive.org/details/atariincbusiness0000gold/page/93 93–96] | chapter-url = https://archive.org/details/atariincbusiness0000gold/page/93 }}</ref><ref name="nytimes">{{cite web | url = https://www.nytimes.com/2018/05/31/obituaries/ted-dabney-dead-atari-pong.html | title = Ted Dabney, a Founder of Atari and a Creator of Pong, Dies at 81 | first = Nellie | last = Bowles | date = May 31, 2018 | access-date = June 1, 2018 |work = [[The New York Times]] }}</ref> While Dabney would continue to work for Bushnell on other ventures, including [[Chuck E. Cheese|Pizza Time Theaters]], he had a falling out with Bushnell and ultimately left the video game industry.<ref name="edge"/>
From late 1972 to early 1973, a rift in the business relationship between Bushnell and Dabney began to develop, with Dabney feeling he was being pushed to the side by Bushnell while Bushnell saw Dabney as a potential roadblock to his larger plans for Atari.<ref name="atari fun chp3"/> By March 1973, Dabney formally left Atari, selling his portion of the company for {{USD|250,000}}.<ref name="wired">{{cite magazine | url = https://www.wired.com/story/inside-story-of-pong-excerpt/ | title = The Inside Story of Pong and the Early Days of Atari | first = Leslie | last = Berlin | date = November 11, 2017 | access-date = May 26, 2018 | magazine = [[Wired (magazine)|Wired]] | archive-date = May 27, 2018 | archive-url = https://web.archive.org/web/20180527120715/https://www.wired.com/story/inside-story-of-pong-excerpt/ | url-status = live }}</ref><ref name="atari fun chp3">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 3| pages = [https://archive.org/details/atariincbusiness0000gold/page/93 93–96] | chapter-url = https://archive.org/details/atariincbusiness0000gold/page/93 }}</ref><ref name="nytimes">{{cite web | url = https://www.nytimes.com/2018/05/31/obituaries/ted-dabney-dead-atari-pong.html | title = Ted Dabney, a Founder of Atari and a Creator of Pong, Dies at 81 | first = Nellie | last = Bowles | date = May 31, 2018 | access-date = June 1, 2018 | work = [[The New York Times]] | archive-date = November 8, 2019 | archive-url = https://web.archive.org/web/20191108220548/https://www.nytimes.com/2018/05/31/obituaries/ted-dabney-dead-atari-pong.html | url-status = live }}</ref> While Dabney would continue to work for Bushnell on other ventures, including [[Chuck E. Cheese|Pizza Time Theaters]], he had a falling out with Bushnell and ultimately left the video game industry.<ref name="edge"/>


In mid-1973, Atari acquired [[Cyan Engineering]], a computer engineering firm founded by Steve Mayer and Larry Emmons, following a consulting contract with Atari. Bushnell established Atari's internal Grass Valley Think Tank at Cyan to promote research & development of new games and products.<ref name="gamasutra history atari"/>
In mid-1973, Atari acquired [[Cyan Engineering]], a computer engineering firm founded by Steve Mayer and Larry Emmons, following a consulting contract with Atari. Bushnell established Atari's internal Grass Valley Think Tank at Cyan to promote research & development of new games and products.<ref name="gamasutra history atari"/>
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Atari secretly spawned a "competitor" called [[Kee Games]] in September 1973,<ref>{{Cite magazine|url=https://www.rollingstone.com/glixel/news/lists/ataris-forgotten-arcade-classics-w485407/quadrapong-w485411|title=Atari's Forgotten Arcade Classics|magazine=Rolling Stone|access-date=2017-12-08|archive-date=December 8, 2017|archive-url=https://web.archive.org/web/20171208101429/http://www.rollingstone.com/glixel/news/lists/ataris-forgotten-arcade-classics-w485407/quadrapong-w485411|url-status=dead}}</ref> headed by Bushnell's next door neighbor Joe Keenan, to circumvent [[pinball]] distributors' insistence on exclusive distribution deals; both Atari and Kee could market (virtually) the same game to different distributors, with each getting an "exclusive" deal.<ref name="rise and fall chp4"/> Kee was further led by Atari employees: Steve Bristow, a developer that worked under Alcorn on arcade games, Bill White, and Gil Williams. While early Kee games were near-copies of Atari's own games, Kee began developing their own titles such as that drew distributor interest to Kee and effectively helping Bushnell to realize the disruption of the exclusive distribution deals.<ref name="rise and fall chp4"/>
Atari secretly spawned a "competitor" called [[Kee Games]] in September 1973,<ref>{{Cite magazine|url=https://www.rollingstone.com/glixel/news/lists/ataris-forgotten-arcade-classics-w485407/quadrapong-w485411|title=Atari's Forgotten Arcade Classics|magazine=Rolling Stone|access-date=2017-12-08|archive-date=December 8, 2017|archive-url=https://web.archive.org/web/20171208101429/http://www.rollingstone.com/glixel/news/lists/ataris-forgotten-arcade-classics-w485407/quadrapong-w485411|url-status=dead}}</ref> headed by Bushnell's next door neighbor Joe Keenan, to circumvent [[pinball]] distributors' insistence on exclusive distribution deals; both Atari and Kee could market (virtually) the same game to different distributors, with each getting an "exclusive" deal.<ref name="rise and fall chp4"/> Kee was further led by Atari employees: Steve Bristow, a developer that worked under Alcorn on arcade games, Bill White, and Gil Williams. While early Kee games were near-copies of Atari's own games, Kee began developing their own titles such as that drew distributor interest to Kee and effectively helping Bushnell to realize the disruption of the exclusive distribution deals.<ref name="rise and fall chp4"/>


In 1974, Atari began to see financial struggles and Bushnell was forced to lay off half the staff.<ref name="gamasutra history atari"/> Atari was facing increased competition from new arcade game producers, many which made [[video game clone|clones]] of ''Pong'' and other Atari games. An accounting mistake caused them to lose money on the release of ''[[Gran Trak 10]]''.<ref name="gamasutra history atari"/> Atari also tried to open a division in Japan as Atari Japan to sell their games through, but the venture had several roadblocks. In a 2018 interview Alcorn described the situation as "an utter disaster beyond recognition".<ref name=oral>{{cite web|title=Atari's Hard-Partying Origin Story: An Oral History|date=July 19, 2018|url=https://medium.com/s/story/ataris-hard-partying-origin-story-an-oral-history-c438b0ce9440}}</ref> Bushnell said "We didn't realize that Japan was a closed market, and so we were in violation of all kinds of rules and regulations of the Japanese, and they were starting to give us a real bad time."<ref name=oral/> Gordon "fixed all that for us for a huge commission" according to Bushnell.<ref name=oral/> Atari sold Atari Japan to [[Namco]] for {{USD|500,000|long=no}}, through which Namco would be the exclusive distributor of Atari's games in Japan.<ref name="gamasutra history atari"/> Bushnell has claimed that deals arranged by Gordon saved Atari.<ref>{{cite web|title=Marin investor bets on an impulse - SFGate|date=July 2, 1995|url=https://www.sfgate.com/business/article/Marin-investor-bets-on-an-impulse-3142764.php}}</ref> Gordon further suggested that Atari merge Kee Games into Atari in September 1974, just ahead of the release of ''[[Tank (video game)|Tank]]'' in November 1974. ''Tank'' was a success in the arcade, and Atari was able to reestablish its financial stability by the end of the year.<ref name="gamasutra history atari"/><ref name="atari fun intermission pains">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Intermission: Growing Pains }}</ref> In the merger, Joe Keenan was kept on as president of Atari while Bushnell stayed at CEO.<ref name="rise and fall chp4">{{cite book | title= Zap! The Rise and Fall of Atari | first= Scott |last= Cohen | date = 1984 | publisher =[[McGraw-Hill]] | isbn =9780070115439| chapter= Chapter 4 }}</ref>
In 1974, Atari began to see financial struggles and Bushnell was forced to lay off half the staff.<ref name="gamasutra history atari"/> Atari was facing increased competition from new arcade game producers, many which made [[video game clone|clones]] of ''Pong'' and other Atari games. An accounting mistake caused them to lose money on the release of ''[[Gran Trak 10]]''.<ref name="gamasutra history atari"/> Atari also tried to open a division in Japan as Atari Japan to sell their games through, but the venture had several roadblocks. In a 2018 interview Alcorn described the situation as "an utter disaster beyond recognition".<ref name=oral>{{cite web|title=Atari's Hard-Partying Origin Story: An Oral History|date=July 19, 2018|url=https://medium.com/s/story/ataris-hard-partying-origin-story-an-oral-history-c438b0ce9440|access-date=May 1, 2019|archive-date=May 1, 2019|archive-url=https://web.archive.org/web/20190501093128/https://medium.com/s/story/ataris-hard-partying-origin-story-an-oral-history-c438b0ce9440|url-status=live}}</ref> Bushnell said "We didn't realize that Japan was a closed market, and so we were in violation of all kinds of rules and regulations of the Japanese, and they were starting to give us a real bad time."<ref name=oral/> Gordon "fixed all that for us for a huge commission" according to Bushnell.<ref name=oral/> Atari sold Atari Japan to [[Namco]] for {{USD|500,000|long=no}}, through which Namco would be the exclusive distributor of Atari's games in Japan.<ref name="gamasutra history atari"/> Bushnell has claimed that deals arranged by Gordon saved Atari.<ref>{{cite news|title=Marin investor bets on an impulse - SFGate|newspaper=Sfgate |date=July 2, 1995|url=https://www.sfgate.com/business/article/Marin-investor-bets-on-an-impulse-3142764.php|access-date=May 1, 2019|archive-date=May 1, 2019|archive-url=https://web.archive.org/web/20190501101034/https://www.sfgate.com/business/article/Marin-investor-bets-on-an-impulse-3142764.php|url-status=live |last1=Abate |first1=Tom }}</ref> Gordon further suggested that Atari merge Kee Games into Atari in September 1974, just ahead of the release of ''[[Tank (video game)|Tank]]'' in November 1974. ''Tank'' was a success in the arcade, and Atari was able to reestablish its financial stability by the end of the year.<ref name="gamasutra history atari"/><ref name="atari fun intermission pains">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Intermission: Growing Pains }}</ref> In the merger, Joe Keenan was kept on as president of Atari while Bushnell stayed at CEO.<ref name="rise and fall chp4">{{cite book | title= Zap! The Rise and Fall of Atari | first= Scott |last= Cohen | date = 1984 | publisher =[[McGraw-Hill]] | isbn =9780070115439| chapter= Chapter 4 }}</ref>


Having avoided bankruptcy, Atari continued to expand on its arcade game offerings in 1975. The additional financial stability also allowed Atari to pursue new product ideas. One of these was the idea of a home version of ''Pong'', a concept they had first considered as early as 1973. The cost of integrated circuits to support a home version had fallen enough to be suitable for a home console by 1974, and initial design work on console began in earnest in late 1974 by Alcorn, Harold Lee and Bob Brown. Atari struggled to find a distributor for the console but eventually arranged a deal with [[Sears]] to make 150,000 units by the end of 1975 for the holiday season. Atari was able to meet Sears' order with additional {{USD|900,000|long=no}} investments during 1975. The home ''Pong'' console (branded as Sears Tele-Game) was high-demand product that season, and established Atari with a viable home console division in addition to their arcade division.<ref name="gamasutra history atari"/> By 1976, Atari began releasing home ''Pong'' consoles, including ''Pong'' variants, under their own brand name.<ref name="Gamesutra-Pong">{{cite web| url = http://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php| title = The History Of Pong: Avoid Missing Game to Start Industry| first = Bill| last = Loguidice| author2 = Matt Barton| website = [[Gamasutra]]| date = 9 January 2009| access-date = 10 January 2009| archive-url = https://web.archive.org/web/20090112004852/http://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php| archive-date = 12 January 2009| url-status = live| df = dmy-all}}</ref> The success of home ''Pong'' drew a similar range of competitors to this market, including [[Coleco]] with their [[Coleco Telstar series|Telstar series]] of consoles.<ref name="gamasutra history atari"/>
Having avoided bankruptcy, Atari continued to expand on its arcade game offerings in 1975. The additional financial stability also allowed Atari to pursue new product ideas. One of these was the idea of a home version of ''Pong'', a concept they had first considered as early as 1973. The cost of integrated circuits to support a home version had fallen enough to be suitable for a home console by 1974, and initial design work on console began in earnest in late 1974 by Alcorn, Harold Lee and Bob Brown. Atari struggled to find a distributor for the console but eventually arranged a deal with [[Sears]] to make 150,000 units by the end of 1975 for the holiday season. Atari was able to meet Sears' order with additional {{USD|900,000|long=no}} investments during 1975. The home ''Pong'' console (branded as Sears Tele-Game) was high-demand product that season, and established Atari with a viable home console division in addition to their arcade division.<ref name="gamasutra history atari"/> By 1976, Atari began releasing home ''Pong'' consoles, including ''Pong'' variants, under their own brand name.<ref name="Gamesutra-Pong">{{cite web| url = http://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php| title = The History Of Pong: Avoid Missing Game to Start Industry| first = Bill| last = Loguidice| author2 = Matt Barton| website = [[Gamasutra]]| date = 9 January 2009| access-date = 10 January 2009| archive-url = https://web.archive.org/web/20090112004852/http://www.gamasutra.com/view/feature/3900/the_history_of_pong_avoid_missing_.php| archive-date = 12 January 2009| url-status = live| df = dmy-all}}</ref> The success of home ''Pong'' drew a similar range of competitors to this market, including [[Coleco]] with their [[Coleco Telstar series|Telstar series]] of consoles.<ref name="gamasutra history atari"/>


[[File:Atari-2600-Wood-4Sw-Set.jpg|right|thumb|The third version of the Atari [[Atari 2600|Video Computer System]] sold from 1980 to 1982]]
[[File:Atari-2600-Wood-4Sw-Set.jpg|right|thumb|The third version of the Atari [[Atari 2600|Video Computer System]] sold from 1980 to 1982]]
In 1975, Bushnell started an effort to produce a flexible video game console that was capable of playing all four of Atari's then-current games. Bushnell was concerned that arcade games took about {{US$|250,000|long=no}} to develop and had about a 10% chance of being successful. Similarly, dedicated home consoles had cost about {{USD|100,000|long=no}} to design but with increased competition, had a limited practical shelf-life of a few months. Instead, a programmable console with swappable games would be far more lucrative.<ref name="gamasutra history atari"/> Development took place at Cyan Engineering, which initially had serious difficulties trying to produce such a machine. However, in early 1976, [[MOS Technology]] released the first inexpensive microprocessor, the [[MOS Technology 6502|6502]], which had sufficient performance for Atari's needs.<ref name="gamasutra history atari"/> Atari hired [[Joseph C. Decuir|Joe Decuir]] and [[Jay Miner]] to develop the hardware and custom [[Television Interface Adaptor]] for this new console.<ref name="gamasutra history atari"/> Their project, under the codename of "Stella", would become the [[Atari Video Computer System]] (Atari VCS).
In 1975, Bushnell started an effort to produce a flexible video game console that was capable of playing all four of Atari's then-current games. Bushnell was concerned that arcade games took about {{US$|250,000|long=no}} to develop and had about a 10% chance of being successful. Similarly, dedicated home consoles had cost about {{USD|100,000|long=no}} to design but with increased competition, had a limited practical shelf-life of a few months. Instead, a programmable console with swappable games would be far more lucrative.<ref name="gamasutra history atari"/> Development took place at [[Cyan Engineering]], which initially had serious difficulties trying to produce such a machine. However, in early 1976, [[MOS Technology]] released the first inexpensive microprocessor, the [[MOS Technology 6502|6502]], which had sufficient performance for Atari's needs.<ref name="gamasutra history atari"/> Atari hired [[Joseph C. Decuir|Joe Decuir]] and [[Jay Miner]] to develop the hardware and custom [[Television Interface Adaptor]] for this new console.<ref name="gamasutra history atari"/> Their project, under the codename of "Stella", would become the [[Atari Video Computer System]] (Atari VCS).


===Workplace culture===
===Workplace culture===
Atari, as a private company under Bushnell, gained a reputation for relaxed employee policies in areas such as formal hours and dress codes, and company-sponsored recreational activities involving alcohol, [[marijuana]], and hot tubs.<ref name="gamasutra history atari"/> Board and management meetings to discuss new ideas moved from formal events at hotel meeting rooms to more casual gatherings at Bushnell's home, Cyan Engineering, and a coastal resort in [[Pajaro Dunes, California|Pajaro Dunes]].<ref name="gamasutra history atari"/><ref name="inc bushnell 1984"/> Dress codes were considered atypical for a professional setting, with most working in jeans and tee shirts.<ref name="inc bushnell 1984"/> Many of the workers hired early on to construct games were [[hippie]]s who knew enough to help to solder components together and took minimal wages.<ref name="gamasutra history atari"/> Several former employees, speaking in years that followed, described this as the common culture of the 1970s and not unique to Atari.<ref name="kotaku female atari">{{Cite web | url = https://kotaku.com/sex-pong-and-pioneers-what-atari-was-really-like-ac-1822930057 | title = Sex, Pong, And Pioneers: What Atari Was Really Like, According To Women Who Were There | first = Cecilia | last = D'Anastasio | date = February 12, 2018 | access-date = February 12, 2018 | work = [[Kotaku]] }}</ref><ref name="polygon gdc">{{cite web | url = https://www.polygon.com/2018/1/31/16955152/nolan-bushnell-gdc-pioneer-award-notnolan-metoo | title = GDC cancels achievement award for Atari founder after outcry | first= Owen | last = Good | date = January 31, 2018 | accessdate = April 8, 2021 | work = [[Polygon (website)|Polygon]] }}</ref>
Atari, as a private company under Bushnell, gained a reputation for relaxed employee policies in areas such as formal hours and dress codes, and company-sponsored recreational activities involving alcohol, [[marijuana]], and hot tubs.<ref name="gamasutra history atari"/> Board and management meetings to discuss new ideas moved from formal events at hotel meeting rooms to more casual gatherings at Bushnell's home, Cyan Engineering, and a coastal resort in [[Pajaro Dunes, California|Pajaro Dunes]].<ref name="gamasutra history atari"/><ref name="inc bushnell 1984"/> Dress codes were considered atypical for a professional setting, with most working in jeans and tee shirts.<ref name="inc bushnell 1984"/> Many of the workers hired early on to construct games were [[hippie]]s who knew enough to help to solder components together and took minimal wages.<ref name="gamasutra history atari"/> Several former employees, speaking in years that followed, described this as the common culture of the 1970s and not unique to Atari.<ref name="kotaku female atari">{{Cite web | url = https://kotaku.com/sex-pong-and-pioneers-what-atari-was-really-like-ac-1822930057 | title = Sex, Pong, And Pioneers: What Atari Was Really Like, According To Women Who Were There | first = Cecilia | last = D'Anastasio | date = February 12, 2018 | access-date = February 12, 2018 | work = [[Kotaku]] | archive-date = February 12, 2018 | archive-url = https://web.archive.org/web/20180212212019/https://kotaku.com/sex-pong-and-pioneers-what-atari-was-really-like-ac-1822930057 | url-status = live }}</ref><ref name="polygon gdc">{{cite web | url = https://www.polygon.com/2018/1/31/16955152/nolan-bushnell-gdc-pioneer-award-notnolan-metoo | title = GDC cancels achievement award for Atari founder after outcry | first = Owen | last = Good | date = January 31, 2018 | accessdate = April 8, 2021 | work = [[Polygon (website)|Polygon]] | archive-date = March 10, 2021 | archive-url = https://web.archive.org/web/20210310120808/https://www.polygon.com/2018/1/31/16955152/nolan-bushnell-gdc-pioneer-award-notnolan-metoo | url-status = live }}</ref>


This approach changed in 1978 after [[Ray Kassar]] was brought on from Warner initially to help with marketing but eventually took on a larger role in the company, displacing Bushnell and Keenan, and instituting more formal employee policies for the company.<ref name="gamasutra history atari 2"/>
This approach changed in 1978 after [[Ray Kassar]] was brought on from Warner initially to help with marketing but eventually took on a larger role in the company, displacing Bushnell and Keenan, and instituting more formal employee policies for the company.<ref name="gamasutra history atari 2"/>
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==As a subsidiary of Warner Communications==
==As a subsidiary of Warner Communications==
===Under Nolan Bushnell (1976–1978)===
===Under Nolan Bushnell (1976–1978)===
Ahead of entering the home console market, Atari recognized they needed additional capital to support this market, and though they had acquired smaller investments through 1975, they needed a larger infusion of funds.<ref name="atari fun chp5"/> Bushnell had considered [[public company|going public]], then tried to sell the company to [[MCA Inc.|MCA]] and [[Disney]] but they passed. Instead, after at least six months of negotiations in 1976, Atari took an acquisition offer from [[Warner Communications]] for {{USD|28 million|long=no}} that was completed in November 1976, of which Bushnell received {{USD|15 million|long=no}}. Bushnell was kept as chairman and CEO while Keenan was retained as president.<ref name="gamasutra history atari"/><ref name="NGen4">{{cite journal|title=What the Hell has Nolan Bushnell Started? |journal=[[Next Generation (magazine)|Next Generation]]|issue=4|publisher=[[Imagine Media]]|date=April 1995|pages=6–11}}</ref> For Warner, the deal represented an opportunity to buoy their underperforming film and music business divisions.<ref name="inc bushnell 1984">{{cite magazine | url = https://www.inc.com/magazine/19841001/136.html | title = When The Magic Goes | first= Steve | last = Goll | date = October 1, 1984 | accessdate = April 2, 2021 | magazine = [[Inc. (magazine)|Inc.]] }}</ref> Along with Warner's purchase, Atari had established its new headquarters in the Moffett Park area in [[Sunnyvale, California]].<ref name="atari fun chp5">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 5 }}</ref>
Ahead of entering the home console market, Atari recognized they needed additional capital to support this market, and though they had acquired smaller investments through 1975, they needed a larger infusion of funds.<ref name="atari fun chp5"/> Bushnell had considered [[public company|going public]], then tried to sell the company to [[MCA Inc.|MCA]] and [[Disney]] but they passed. Instead, after at least six months of negotiations in 1976, Atari took an acquisition offer from [[Warner Communications]] for {{USD|28 million|long=no}} that was completed in November 1976, of which Bushnell received {{USD|15 million|long=no}}. Bushnell was kept as chairman and CEO while Keenan was retained as president.<ref name="gamasutra history atari"/><ref name="NGen4">{{cite journal|title=What the Hell has Nolan Bushnell Started? |journal=[[Next Generation (magazine)|Next Generation]]|issue=4|publisher=[[Imagine Media]]|date=April 1995|pages=6–11}}</ref> For Warner, the deal represented an opportunity to buoy their underperforming film and music business divisions.<ref name="inc bushnell 1984">{{cite magazine | url = https://www.inc.com/magazine/19841001/136.html | title = When The Magic Goes | first = Steve | last = Goll | date = October 1, 1984 | accessdate = April 2, 2021 | magazine = [[Inc. (magazine)|Inc.]] | archive-date = March 10, 2021 | archive-url = https://web.archive.org/web/20210310075000/http://www.inc.com/magazine/19841001/136.html | url-status = live }}</ref> Along with Warner's purchase, Atari had established its new headquarters in the Moffett Park area in [[Sunnyvale, California]].<ref name="atari fun chp5">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 5 }}</ref>


[[File:Atarivideomusic.png|thumb|right|Atari Video Music]]
[[File:Atarivideomusic.png|thumb|right|Atari Video Music]]
During Atari's negotiations with Warner, [[Fairchild Camera and Instrument]] announced the [[Fairchild Channel F]]. The Channel F was the first programmable home console that used cartridges to play different games.<ref name="fc fairchild carts">{{cite web | url = https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | title = The Untold Story Of The Invention Of The Game Cartridge | first= Benj | last= Edwards | date = January 22, 2015 | accessdate = April 9, 2021 | work = [[Fast Company]] }}</ref> Following Warner's acquisition, they provided {{USD|120 million|long=no}} into Stella's development, allowing Atari to complete the console by early 1977.<ref name="gamasutra history atari"/> Its announcement on June 4, 1977, may have been delayed until after June 1, 1977, to wait out the terms of the Magnavox settlement from the earlier ''Pong'' patent lawsuit so they would not have to disclose information on it.<ref name="atari fun chp5"/> The Atari VCS was released in September 1977.<ref name="gamasutra history atari"/> Most of the [[launch title]]s for the console were games based on Atari's success arcade games, such as ''[[Combat (video game)|Combat]]'' that incorporated elements of both ''Tank'' and ''[[Jet Fighter (video game)|Jet Fighter]]''.<ref name="gamasutra history atari"/> The company made around 400,000 Atari VCS units for the 1977 holiday season, most which were sold but the company had lost around {{USD|25 million|long=no}} due to production problems that caused some units to be delivered late to retailers.<ref name="gamasutra history atari 2">{{cite web | url = https://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php?print=1 | title = Atari: The Golden Years -- A History, 1978-1981 | first= Steve | last= Fulton | date = August 21, 2008 | accessdate = April 6, 2021 | work = [[Gamasutra]] }}</ref>
During Atari's negotiations with Warner, [[Fairchild Camera and Instrument]] announced the [[Fairchild Channel F]]. The Channel F was the first programmable home console that used cartridges to play different games.<ref name="fc fairchild carts">{{cite web | url = https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | title = The Untold Story Of The Invention Of The Game Cartridge | first = Benj | last = Edwards | date = January 22, 2015 | accessdate = April 9, 2021 | work = [[Fast Company]] | archive-date = January 11, 2020 | archive-url = https://web.archive.org/web/20200111161144/https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | url-status = live }}</ref> Following Warner's acquisition, they provided {{USD|120 million|long=no}} into Stella's development, allowing Atari to complete the console by early 1977.<ref name="gamasutra history atari"/> Its announcement on June 4, 1977, may have been delayed until after June 1, 1977, to wait out the terms of the Magnavox settlement from the earlier ''Pong'' patent lawsuit so they would not have to disclose information on it.<ref name="atari fun chp5"/> The Atari VCS was released in September 1977.<ref name="gamasutra history atari"/> Most of the [[launch title]]s for the console were games based on Atari's successful arcade games, such as ''[[Combat (video game)|Combat]]'' that incorporated elements of both ''Tank'' and ''[[Jet Fighter (video game)|Jet Fighter]]''.<ref name="gamasutra history atari"/> The company made around 400,000 Atari VCS units for the 1977 holiday season, most which were sold but the company had lost around {{USD|25 million|long=no}} due to production problems that caused some units to be delivered late to retailers.<ref name="gamasutra history atari 2">{{cite web | url = https://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php?print=1 | title = Atari: The Golden Years -- A History, 1978-1981 | first = Steve | last = Fulton | date = August 21, 2008 | accessdate = April 6, 2021 | work = [[Gamasutra]] | archive-date = September 17, 2021 | archive-url = https://web.archive.org/web/20210917215026/https://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php?print=1 | url-status = live }}</ref>


In addition to the VCS, Atari continued to manufacture dedicated home console units through 1977 though discontinued these by 1978 and destroyed their unsold stock.<ref name="gamasutra history atari"/> Another one-off device from the consumer products division released in 1977 was [[Atari Video Music]], a computerized device that took in audio input and created graphics displays to a monitor. The unit did not sell well and was discontinued in 1978.<ref name="gamasutra history atari"/>
In addition to the VCS, Atari continued to manufacture dedicated home console units through 1977 though discontinued these by 1978 and destroyed their unsold stock.<ref name="gamasutra history atari"/> Another one-off device from the consumer products division released in 1977 was [[Atari Video Music]], a computerized device that takes an audio input and creates graphics displays to a monitor. The unit did not sell well and was discontinued in 1978.<ref name="gamasutra history atari"/>


Atari continued its arcade game line as it built up its consumer division. ''[[Breakout (video game)|Breakout]]'' in 1976 was one of Atari's last games based on [[transistor–transistor logic]] (TTL) discrete logic design before the company transitioned to [[microprocessor]]s. It was engineered by [[Steve Wozniak]] based on Bushnell's concept of a single-player ''Pong'', and using as few TTL chips as possible from an informal challenge given to Wozniak by fellow Atari employee [[Steve Jobs]].<ref name="gamasutra history atari">{{cite web | url = http://www.gamasutra.com/view/feature/130414/the_history_of_atari_19711977.php?print=1 | title = The History of Atari: 1971-1977 | first= Steve | last =Fulton | date = November 6, 2007 | access-date = September 11, 2018 | work = [[Gamasutra]] }}</ref> ''Breakout'' was successful, selling around 11,000 units, and Atari still struggled to meet demand. Atari exported a limited number of units to Namco via its prior Atari Japan venture, and led Namco to create its own clone of the game to meet demand in Japan, and helped to establish Namco as a major company in the Japanese video game industry. Subsequently, Atari moved to microprocessors for its arcade games such as ''Cops ‘N Robbers'', ''[[Sprint 2]]'', ''Tank 8'', and ''[[Night Driver (video game)|Night Driver]]''.<ref name="gamasutra history atari"/>
Atari continued its arcade game line as it built up its consumer division. ''[[Breakout (video game)|Breakout]]'' in 1976 was one of Atari's last games based on [[transistor–transistor logic]] (TTL) discrete logic design before the company transitioned to [[microprocessor]]s. It was engineered by [[Steve Wozniak]] based on Bushnell's concept of a single-player ''Pong'', and using as few TTL chips as possible from an informal challenge given to Wozniak by Atari employee [[Steve Jobs]].<ref name="gamasutra history atari">{{cite web | url = http://www.gamasutra.com/view/feature/130414/the_history_of_atari_19711977.php?print=1 | title = The History of Atari: 1971-1977 | first = Steve | last = Fulton | date = November 6, 2007 | access-date = September 11, 2018 | work = [[Gamasutra]] | archive-date = September 12, 2018 | archive-url = https://web.archive.org/web/20180912021902/http://www.gamasutra.com/view/feature/130414/the_history_of_atari_19711977.php?print=1 | url-status = live }}</ref> ''Breakout'' was successful, selling around 11,000 units, and Atari still struggled to meet demand. Atari exported a limited number of units to Namco via its prior Atari Japan venture, and led Namco to create its own clone of the game to meet demand in Japan, and helped to establish Namco as a major company in the Japanese video game industry. Subsequently, Atari moved to microprocessors for its arcade games such as ''Cops ‘N Robbers'', ''[[Sprint 2]]'', ''Tank 8'', and ''[[Night Driver (video game)|Night Driver]]''.<ref name="gamasutra history atari"/>


[[File:Chuck E Cheese's - 13907585523 01.jpg|thumb|right|The [[Chuck E. Cheese]] franchise was first developed by Bushnell at Atari in 1977.]]
[[File:Chuck E Cheese's - 13907585523 01.jpg|thumb|right|The [[Chuck E. Cheese]] franchise was first developed by Bushnell at Atari in 1977.]]
Alongside continuing work in arcade game development and their preparations to launch the Atari VCS, Atari launched two more products in 1977. The first was their Atari Pinball division, which included [[Steve Ritchie (pinball designer)|Steve Ritchie]] and [[Eugene Jarvis]].<ref name="atari fun intermission pinball">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Intermission: Balls of Steel }}</ref> Around 1976, Atari had been concerned that arcade operators were getting nervous on the prospects of future arcade games, and thus launched their own pinball machines to accompany their arcade games. Atari's pinball machines were built following the technology principles they had learned from arcade and home console games, using [[solid-state electronics]] over electro-mechanical components to make them easier to design and repair. The division released about ten different pinball units between 1977 and 1979. Many of the machines were considered to be innovative for their time but were difficult to produce and meet distributors' demand.<ref name="gamasutra history atari"/> The second new venture in 1977 was the first of the [[Chuck E. Cheese's Pizza Time Theatre|Pizza Time Theatre]] (later known as Chuck E. Cheese), based on the pizza arcade concept that Bushnell had from the start. At this stage, the concept also allowed Atari to bypass problems with getting their arcade games placed into arcades by effectively controlling the arcade itself, while also creating a family-friendly environment. The first restaurant/arcade launched in [[San Jose, California]] in May 1977.<ref name="gamasutra history atari"/>
Alongside continuing work in arcade game development and their preparations to launch the Atari VCS, Atari launched two more products in 1977. The first was their Atari Pinball division, which included [[Steve Ritchie (pinball designer)|Steve Ritchie]] and [[Eugene Jarvis]].<ref name="atari fun intermission pinball">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Intermission: Balls of Steel }}</ref> Around 1976, Atari had been concerned that arcade operators were getting nervous on the prospects of future arcade games, and thus launched their own pinball machines to accompany their arcade games. Atari's pinball machines were built following the technology principles they had learned from arcade and home console games, using [[solid-state electronics]] over electro-mechanical components to make them easier to design and repair. The division released about ten different pinball units between 1977 and 1979. Many of the machines were considered to be innovative for their time but were difficult to produce and meet distributors' demand.<ref name="gamasutra history atari"/> The second new venture in 1977 was the first of the [[Chuck E. Cheese's Pizza Time Theatre|Pizza Time Theatre]] (later known as Chuck E. Cheese), based on the pizza arcade concept that Bushnell had from the start. At this stage, the concept also allowed Atari to bypass problems with getting their arcade games placed into arcades by effectively controlling the arcade itself, while also creating a family-friendly environment. The first restaurant/arcade launched in [[San Jose, California]], in May 1977.<ref name="gamasutra history atari"/>


Atari hired in more programmers after releasing the VCS to start a second wave of games for release in 1978. In contrast to the launch titles that were inspired by Atari's arcade games, the second batch of games released in 1978 were more novel ideas including some based on board games, and were more difficult to sell.<ref name="gamasutra history atari 2"/> Warner's Manny Gerard, who oversaw Atari, brought in [[Ray Kassar]], formerly a vice president at [[Burlington Industries]], to help market Atari's products. Kassar was hired in February 1978 as president of the Atari consumer division.<ref name="gamasutra history atari 2"/> Kassar helped to develop a commercialization strategy for these games through 1978, and oversaw the creation of a new marketing campaign featuring multiple celebrities unified under the slogan "Don't Watch TV Tonight, Play It", and bringing in celebrities to help advertise these games. Kassar also instituted programs to increase production of the VCS and improve [[quality assurance]] of the console and games. As they approached the end of 1978, Atari had prepared 800,000 VCS units, but sales were languishing ahead of the holiday sales period.<ref name="gamasutra history atari 2"/>
Atari hired in more programmers after releasing the VCS to start a second wave of games for release in 1978. In contrast to the launch titles that were inspired by Atari's arcade games, the second batch of games released in 1978 were more novel ideas including some based on board games, and were more difficult to sell.<ref name="gamasutra history atari 2"/> Warner's Manny Gerard, who oversaw Atari, brought in [[Ray Kassar]], formerly a vice president at [[Burlington Industries]], to help market Atari's products. Kassar was hired in February 1978 as president of the Atari consumer division.<ref name="gamasutra history atari 2"/> Kassar helped to develop a commercialization strategy for these games through 1978, and oversaw the creation of a new marketing campaign featuring multiple celebrities unified under the slogan "Don't Watch TV Tonight, Play It", and bringing in celebrities to help advertise these games. Kassar also instituted programs to increase production of the VCS and improve [[quality assurance]] of the console and games. As they approached the end of 1978, Atari had prepared 800,000 VCS units, but sales were languishing ahead of the holiday sales period.<ref name="gamasutra history atari 2"/>


Kassar's influence on Atari grew throughout 1978, leading to conflict between Bushnell and Warner Communications. Among other concerns about the direction Kassar was taking the company, Bushnell cautioned Warner that they needed to continue to innovate on the home console and could not simply release games for the VCS indefinitely like a music business.<ref name="gamasutra history atari 2"/> In a November 1978 meeting with Warner Communications, Bushnell said to Gerard that they had produced far too many VCS units to be sold that season and Atari's consumer division would suffer a major loss. However, Kassar's marketing plan, alongside the influence of the arcade hit ''[[Space Invaders]]'' from [[Taito]], led to a large surge in VCS sales, and Atari's consumer division ended the year with {{USD|200 million|long=no}} in sales.<ref name="gamasutra history atari 2"/> Warner removed Bushnell as chairman and co-CEO of the company, but offered to let him stay on as a director and creative consultant. Bushnell refused and left the company. Bushnell purchased the rights for Pizza Time Theatre for {{USD|500,000|long=no}} from Warner before leaving.<ref name="gamasutra history atari 2"/> Keenan was moved to Atari's chairman and Kassar assigned as president after Bushnell's departure; Keenan left the company a few months later to join Bushnell in managing Pizza Time Theatre, and Kassar was promoted to CEO and chairman of Atari.<ref name="gamasutra history atari 2"/><ref name="atari fun chp7">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 7 }}</ref>
Kassar's influence on Atari grew throughout 1978, leading to conflict between Bushnell and Warner Communications. Among other concerns about the direction Kassar was taking the company, Bushnell cautioned Warner that they needed to continue to innovate on the home console and could not simply release games for the VCS indefinitely like a music business.<ref name="gamasutra history atari 2"/> In a November 1978 meeting with Warner Communications, Bushnell said to Gerard that they had produced far too many VCS units to be sold that season and Atari's consumer division would suffer a major loss. However, Kassar's marketing plan, alongside the influence of the arcade hit ''[[Space Invaders]]'' from [[Taito]], led to a large surge in VCS sales, and Atari's consumer division ended the year with {{USD|200 million|long=no}} in sales.<ref name="gamasutra history atari 2"/> Warner removed Bushnell as chairman and co-CEO of the company, but offered to let him stay on as a director and creative consultant. Bushnell refused and left the company. Bushnell purchased the rights for Pizza Time Theatre for {{USD|500,000|long=no}} from Warner before leaving.<ref name="gamasutra history atari 2"/> Keenan was moved to Atari's chairman and Kassar assigned as president after Bushnell's departure; Keenan left the company a few months later to join Bushnell in managing Pizza Time Theatre, and Kassar was promoted to CEO and chairman of Atari.<ref name="gamasutra history atari 2"/><ref name="atari fun chp7">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 7 }}</ref>


===Under Ray Kassar (1979-1982)===
=== Under Ray Kassar (1979–1982) ===
With Bushnell's departure, Kassar implemented significant changes in the workplace culture in early 1979 to make it more professional, and cancelled several of the engineering programs that Bushnell had established. Kassar also had expressed some frustration with the programmers at Atari, and was known to have called them "spoiled brats" and "prima donnas" at times.<ref name="gamasutra history atari 2"/>
With Bushnell's departure, Kassar implemented significant changes in the workplace culture in early 1979 to make it more professional, and cancelled several of the engineering programs that Bushnell had established. Kassar also had expressed some frustration with the programmers at Atari, and was known to have called them "spoiled brats" and "prima donnas" at times.<ref name="gamasutra history atari 2"/>


The changes in management style led to rising tensions from the game developers at Atari who had been used to freedom in developing their titles. One example was ''[[Superman (Atari 2600)|Superman]]'' in 1979, one of the first movie tie-ins that had been sought by Warner to accompany the release of [[Superman (1978 film)|the 1978 film]]. Warner, through Kassar, had pressured [[Warren Robinett]] to convert his game-in-progress ''[[Adventure (1980 video game)|Adventure]]'' from a generic adventure game to the ''Superman''-themed title. Robinett refused, but did help fellow programmer [[John Dunn (software developer)|John Dunn]] to make the conversion after he volunteered.<ref name="gamasutra history atari 2"/> Further, after Warner refused to include programmer credits into game manuals over concern that competitors may try to hire them away, Robinett secretly stuck his name into ''Adventure'' in one of the first known [[Easter egg (media)|Easter eggs]] as to bypass this issue.<ref name="gamasutra history atari 2"/> The transition from Bushnell to Kassar led to a large number of departures from the company over the next few years.<ref name="atari fun chp7"/> Four of Atari's programmers—David Crane, Bob Whitehead, Larry Kaplan, and Alan Miller—whose games had contributed collectively to over 60% of the company's game sales in 1978, left Atari in mid-1979 after requesting and being denied additional compensation for their performance, and formed [[Activision]] in October of that year to make their own Atari VCS games based on their knowledge of the console.<ref name="gamasutra history atari 2"/> Similarly, [[Rob Fulop]], who programmed the arcade conversion of ''[[Missile Command]]'' for the VCS in 1981 that sold over 2.5 million units, received only a minimal bonus that year, and left with other disgruntled Atari programmers to form [[Imagic]] in 1981.<ref name="gamasutra history atari 2"/>
The changes in management style led to rising tensions from the game developers at Atari who had been used to freedom in developing their titles. One example was ''[[Superman (Atari 2600)|Superman]]'' in 1979, one of the first movie tie-ins that had been sought by Warner to accompany the release of [[Superman (1978 film)|the 1978 film]]. Warner, through Kassar, had pressured [[Warren Robinett]] to convert his game-in-progress ''[[Adventure (1980 video game)|Adventure]]'' from a generic adventure game to the ''Superman''-themed title. Robinett refused, but did help fellow programmer [[John Dunn (software developer)|John Dunn]] to make the conversion after he volunteered.<ref name="gamasutra history atari 2"/> Further, after Warner refused to include programmer credits into game manuals over concern that competitors may try to hire them away, Robinett secretly stuck his name into ''Adventure'' in one of the first known [[Easter egg (media)|Easter eggs]] as to bypass this issue.<ref name="gamasutra history atari 2"/> The transition from Bushnell to Kassar led to a large number of departures from the company over the next few years.<ref name="atari fun chp7"/> Four of Atari's programmers—David Crane, Bob Whitehead, Larry Kaplan, and Alan Miller—whose games had contributed collectively to over 60% of the company's game sales in 1978, left Atari in mid-1979 after requesting and being denied additional compensation for their performance, and formed [[Activision]] in October of that year to make their own Atari VCS games based on their knowledge of the console.<ref name="gamasutra history atari 2"/> Similarly, [[Rob Fulop]], who programmed the arcade conversion of ''[[Missile Command]]'' for the VCS in 1981 that sold over 2.5 million units, received only a minimal bonus that year, and left with other disgruntled Atari programmers to form [[Imagic]] in 1981.<ref name="gamasutra history atari 2"/>


Beginning in 1979, the Atari coin-operated games division started releasing cabinets incorporating [[vector graphics]] displays after the success of the Cinematronics game [[Space Wars]] in 1977–78. Their first vector graphics game, ''[[Lunar Lander (1979 video game)|Lunar Lander]]'', was a modest success, but their second arcade title, ''[[Asteroids (video game)|Asteroids]]'', was highly popular, displacing ''Space Invaders'' as the most popular game in the United States.<ref name="gamasutra history atari 2"/> Atari produced over 70,000 ''Asteroids'' cabinets, and made an estimated {{USD|150 million|long=no}} from sales.<ref>{{cite magazine |magazine=[[Retro Gamer]] |issue=68 |publisher=[[Imagine Publishing]] |year=2009 |url=http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |title=The Making of Asteroids |access-date=December 18, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20131219041721/http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |archive-date=December 19, 2013 |df=mdy-all }}</ref> ''Asteroids'' along with ''Space Invaders'' helped to usher in the [[golden age of arcade video games]] that lasted until around 1983; Atari contributed several more games that were considered part of this golden age, including ''[[Missile Command]]'', ''[[Centipede (video game)|Centipede]]'', and ''[[Tempest (video game)|Tempest]]''.<ref>{{cite book| last = Kent| first = Steven L.| author-link = Steven L. Kent| title = The Ultimate History of Video Games: From Pong to Pokémon| publisher = [[Three Rivers Press]]| year = 2001| isbn = 0-7615-3643-4 }}</ref><ref name="verge history">{{cite web | url = https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | title = For Amusement Only: the life and death of the American arcade | first= Laura | last = June | date = January 16, 2013 | access-date = August 13, 2020 | work = [[The Verge]] }}</ref>
Beginning in 1979, the Atari coin-operated games division started releasing cabinets incorporating [[vector graphics]] displays after the success of the Cinematronics game [[Space Wars]] in 1977–78. Their first vector graphics game, ''[[Lunar Lander (1979 video game)|Lunar Lander]]'', was a modest success, but their second arcade title, ''[[Asteroids (video game)|Asteroids]]'', was highly popular, displacing ''Space Invaders'' as the most popular game in the United States.<ref name="gamasutra history atari 2"/> Atari produced over 70,000 ''Asteroids'' cabinets, and made an estimated {{USD|150 million|long=no}} from sales.<ref>{{cite magazine |magazine=[[Retro Gamer]] |issue=68 |publisher=[[Imagine Publishing]] |year=2009 |url=http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |title=The Making of Asteroids |access-date=December 18, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20131219041721/http://www.rawbw.com/~delman/pdf/making_of_Asteroids.pdf |archive-date=December 19, 2013 |df=mdy-all }}</ref> ''Asteroids'' along with ''Space Invaders'' helped to usher in the [[golden age of arcade video games]] that lasted until around 1983; Atari contributed several more games that were considered part of this golden age, including ''[[Missile Command]]'', ''[[Centipede (video game)|Centipede]]'', and ''[[Tempest (video game)|Tempest]]''.<ref>{{cite book| last = Kent| first = Steven L.| author-link = Steven L. Kent| title = The Ultimate History of Video Games: From Pong to Pokémon| publisher = [[Three Rivers Press]]| year = 2001| isbn = 0-7615-3643-4 }}</ref><ref name="verge history">{{cite web | url = https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | title = For Amusement Only: the life and death of the American arcade | first = Laura | last = June | date = January 16, 2013 | access-date = August 13, 2020 | work = [[The Verge]] | archive-date = October 6, 2014 | archive-url = https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only | url-status = live }}</ref>


[[File:Atari-400-Comp.jpg|thumb|The [[Atari 400]] was released in 1979.]]
[[File:Atari-400-Comp.jpg|thumb|The [[Atari 400]] was released in 1979.]]
A project to design a successor to the VCS started as soon as the system shipped in mid-1977. The original development team, including Meyer, Miner and Decuir, estimated the VCS had a lifespan of about three years, and decided to build the most powerful machine they could given that time frame. They set a goal to be able to support 1978-vintage arcade games, as well as features of the upcoming [[personal computer]] such as the [[Apple II]].<ref name="gamasutra history atari 2"/> The project resulted in the first home computers from Atari, the [[Atari 8-bit family|Atari 800 and Atari 400]], both launched in 1979. These computer systems were mostly [[Proprietary software|closed systems]], and most of the initial games were developed by Atari, drawing from programmers from the VCS line.<ref name="gamasutra history atari 2"/> Sales into early 1980 were poor and there was little to distinguish the computer line from the current console products. In March 1980, the company released ''[[Star Raiders]]'', a space combat game developed by [[Doug Neubauer]] based on ''[[Star Trek (1971 video game)|Star Trek]]'' game that had been popular on mainframe computers. ''Star Raiders'' became the Atari 400/800 system seller, but quickly emphasized the lack of software for the computers due to the system's closed nature and the limited rate that Atari's programmers could produce titles.<ref name="gamasutra history atari 2"/> Third-party programmers found means to get technical information about the computer specifications either directly from Atari employees or from [[reverse engineering]], and by late 1980, third-party applications and games began to emerge for the 8-bit computer family, and the specialized magazine ''[[ANALOG Computing]]'' was established for Atari computer programmers to share programming information. While Atari did not formally release development information, they supported this external community by launching the [[Atari Program Exchange]] (APX) in 1981, a mail-order service that programmers could offer their applications and games to other users of Atari's 8-bit computers.<ref name="gamasutra history atari 2"/> By this point, Atari's computers were facing new competition from the [[VIC-20]].<ref name="gamasutra history atari 2"/>
A project to design a successor to the VCS started as soon as the system shipped in mid-1977. The original development team, including Meyer, Miner and Decuir, estimated the VCS had a lifespan of about three years, and decided to build the most powerful machine they could given that time frame. They set a goal to be able to support 1978-vintage arcade games, as well as features of the upcoming [[personal computer]] such as the [[Apple II]].<ref name="gamasutra history atari 2"/> The project resulted in the first home computers from Atari, the [[Atari 8-bit computers|Atari 800 and Atari 400]], both launched in 1979. These computer systems were mostly [[Proprietary software|closed systems]], and most of the initial games were developed by Atari, drawing from programmers from the VCS line.<ref name="gamasutra history atari 2"/> Sales into early 1980 were poor and there was little to distinguish the computer line from the current console products. In March 1980, the company released ''[[Star Raiders]]'', a space combat game developed by [[Doug Neubauer]] based on ''[[Star Trek (1971 video game)|Star Trek]]'' game that had been popular on mainframe computers. ''Star Raiders'' became the Atari 400/800 system seller, but quickly emphasized the lack of software for the computers due to the system's closed nature and the limited rate that Atari's programmers could produce titles.<ref name="gamasutra history atari 2"/> Third-party programmers found means to get technical information about the computer specifications either directly from Atari employees or from [[reverse engineering]], and by late 1980, third-party applications and games began to emerge for the 8-bit computer family, and the specialized magazine ''[[ANALOG Computing]]'' was established for Atari computer programmers to share programming information. While Atari did not formally release development information, they supported this external community by launching the [[Atari Program Exchange]] (APX) in 1981, a mail-order service that programmers could offer their applications and games to other users of Atari's 8-bit computers.<ref name="gamasutra history atari 2"/> By this point, Atari's computers were facing new competition from the [[VIC-20]].<ref name="gamasutra history atari 2"/>


A short-lived Atari Electronics division was created to make [[electronic game]]s that ran from 1979 to 1981. They successfully released one product, a handheld version of Atari's arcade ''[[Touch Me (arcade game)|Touch Me]]'' game, which played similar to ''[[Simon (game)|Simon]]'', in 1979. The division began work on ''Cosmos'', a system that was to combine LED lights and a holographic screen. Atari had promoted the game at the 1981 CES, but following Alcorn's departure in 1981, opted not to follow through on making it and closed down the Electronics division.<ref name="gamasutra history atari 2"/><ref name="atari fun intermission">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Intermission: Back to Our Grass Roots }}</ref>
A short-lived Atari Electronics division was created to make [[electronic game]]s that ran from 1979 to 1981. They successfully released one product, a handheld version of Atari's arcade ''[[Touch Me (arcade game)|Touch Me]]'' game, which played similar to ''[[Simon (game)|Simon]]'', in 1979. The division began work on ''Cosmos'', a system that was to combine LED lights and a holographic screen. Atari had promoted the game at the 1981 CES, but following Alcorn's departure in 1981, opted not to follow through on making it and closed down the Electronics division.<ref name="gamasutra history atari 2"/><ref name="atari fun intermission">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Intermission: Back to Our Grass Roots }}</ref>
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Atari discovered in 1981 that [[General Computer Corporation]] (GCC) had developed hardware that could be installed onto arcade games to give operators additional options to modify the game, such as their ''Super Missile Attack'' board that modified Atari's ''Missile Command''. Atari initially filed suit to stop GCC's products but as they learned more about their products, recognized that GCC had talented engineers, as one of their other products, a modification board for ''Pac-Man'' was sold back to Midway and eventually became the basis of ''[[Ms. Pac-Man]]''. Atari settled with GCC out of court and brought the company on in a consulting position. GCC developed arcade and VCS games for Atari, and also programmed most of the games for the upcoming Atari 5200 system.<ref name="gamasutra history atari 2"/>
Atari discovered in 1981 that [[General Computer Corporation]] (GCC) had developed hardware that could be installed onto arcade games to give operators additional options to modify the game, such as their ''Super Missile Attack'' board that modified Atari's ''Missile Command''. Atari initially filed suit to stop GCC's products but as they learned more about their products, recognized that GCC had talented engineers, as one of their other products, a modification board for ''Pac-Man'' was sold back to Midway and eventually became the basis of ''[[Ms. Pac-Man]]''. Atari settled with GCC out of court and brought the company on in a consulting position. GCC developed arcade and VCS games for Atari, and also programmed most of the games for the upcoming Atari 5200 system.<ref name="gamasutra history atari 2"/>


Atari launched its second major programmable console, the [[Atari 5200]], in late 1982. The unit was based on the same design features that had gone into the Atari 800 and Atari 400 computers, but repackaged as a home console. Alongside the 5200's release, Atari announced it was rebranding the Atari VCS as the Atari 2600 to create a more consist product naming system.<ref name="gamasutra history platforms">{{cite web | url = http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1 | title = A History of Gaming Platforms: Atari 2600 Video Computer System/VCS | first1 = Matt | last1= Barton | first2 = Bill | last2= Loguidice | date = February 28, 2008 | access-date = September 11, 2018 | work = [[Gamasutra]] }}</ref> The Atari 5200 did not do well on the market as it lacked [[backward compatibility]] with Atari VCS/2600 cartridges, a feature offered by the [[Colecovision]]. The Atari 5200 only sold about one million units before it was discontinued in 1984.<ref name="gamasutra history platforms"/>
Atari launched its second major programmable console, the [[Atari 5200]], in late 1982. The unit was based on the same design features that had gone into the Atari 800 and Atari 400 computers, but repackaged as a home console. Alongside the 5200's release, Atari announced it was rebranding the Atari VCS as the Atari 2600 to create a more consist product naming system.<ref name="gamasutra history platforms">{{cite web | url = http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1 | title = A History of Gaming Platforms: Atari 2600 Video Computer System/VCS | first1 = Matt | last1 = Barton | first2 = Bill | last2 = Loguidice | date = February 28, 2008 | access-date = September 11, 2018 | work = [[Gamasutra]] | archive-date = September 11, 2018 | archive-url = https://web.archive.org/web/20180911225503/http://www.gamasutra.com/view/feature/3551/a_history_of_gaming_platforms_.php?print=1 | url-status = live }}</ref> The Atari 5200 did not do well on the market as it lacked [[backward compatibility]] with Atari VCS/2600 cartridges, a feature offered by the [[Colecovision]]. The Atari 5200 only sold about one million units before it was discontinued in 1984.<ref name="gamasutra history platforms"/>


By the end of 1982, Atari had hired 4,000 additional employees for a total of 10,000 across its three divisions of arcade games, consumer home consoles, and home computers. The company had more than fifty facilities in the [[Silicon Valley]] area. For the first nine months of 1982, Atari contributed half of Warner's {{USD|2.9 billion|long=no}} revenue and one-third of their {{USD|471 million|long=no}} operating profit.<ref name="pollack19821219"/> However, at the same time, the company was seeing a high rate of turnover in management positions, which Kassar attributed to the rapid growth of the company.<ref name="pollack19821219"/> As an industry, the video game market reached about {{USD|1.7 billion|long=no}} in 1982 and was expected to reach {{USD|3 billion|long=no}} in 1984, rivalling revenues of the film industry, and making the video game industry an overall lucrative prospect.<ref>{{cite web | url = https://www.nytimes.com/1982/10/04/arts/home-video-games-nearing-profitability-of-the-film-business.html | title = Home Video Games Nearing Profitability Of The Film Business | first = Aljean | last = Harmetz | date = October 4, 1982 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref>
By the end of 1982, Atari had hired 4,000 additional employees for a total of 10,000 across its three divisions of arcade games, consumer home consoles, and home computers. The company had more than fifty facilities in the [[Silicon Valley]] area. For the first nine months of 1982, Atari contributed half of Warner's {{USD|2.9 billion|long=no}} revenue and one-third of their {{USD|471 million|long=no}} operating profit.<ref name="pollack19821219"/> However, at the same time, the company was seeing a high rate of turnover in management positions, which Kassar attributed to the rapid growth of the company.<ref name="pollack19821219"/> As an industry, the video game market reached about {{USD|1.7 billion|long=no}} in 1982 and was expected to reach {{USD|3 billion|long=no}} in 1984, rivalling revenues of the film industry, and making the video game industry an overall lucrative prospect.<ref>{{cite web | url = https://www.nytimes.com/1982/10/04/arts/home-video-games-nearing-profitability-of-the-film-business.html | title = Home Video Games Nearing Profitability Of The Film Business | first = Aljean | last = Harmetz | date = October 4, 1982 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = December 31, 2019 | archive-url = https://web.archive.org/web/20191231172215/https://www.nytimes.com/1982/10/04/arts/home-video-games-nearing-profitability-of-the-film-business.html | url-status = live }}</ref>


===The video game crash of 1983===
===The video game crash of 1983===
To try to remain competitive against Mattel's Intellivision, Atari requested all of its distributors to commit to orders for home console games in 1982 in October 1981, as to allow Atari to anticipate production numbers and meet the expected demand. Distributors expected Atari's games to do well and ordered in large volumes, placing more orders than expected given Atari's past failures to meet demand.<ref name="zap chp12">{{cite book | title = Zap! The Rise and Fall of Atari | first = Scott | last = Cohen | date =1984 | publisher = [[McGraw-Hill]] | chapter= Chapter 12 | isbn = 0738868833 }}</ref><ref name="pollack19821219">{{Cite news |last=Pollack |first=Andrew |title=The Game Turns Serious at Atari|page=Section 3, Page 1 |work=[[The New York Times]] |url=https://www.nytimes.com/1982/12/19/business/the-game-turns-serious-at-atari.html |date = December 19, 1982 | access-date=2021-02-18 |issn=0362-4331}}</ref> By the middle of 1982, a new home console marketplace had appeared, which one distributor called "a totally different business".<ref name="pollack19821219"/> In addition to Mattel, [[Coleco]] had introduced the [[Colecovision]], which shipped in August 1982 with an arcade conversion of the popular ''[[Donkey Kong (arcade game)|Donkey Kong]]'' as a pack-in game and add-ons that could play Atari 2600 games.<ref name="zap chp12"/> Further, Activision, Imagic, and other third-party game developers like [[Parker Brothers]] had started releasing Atari 2600 titles that rivaled Atari's own games, reducing Atari's market share of games to 40%.<ref name="pollack19821219"/><ref>{{cite news|last=Rosenberg|first=Ron|title=Competitors Claim Role in Warner Setback|url=https://pqasb.pqarchiver.com/boston/access/666912291.html?FMT=ABS&FMTS=ABS:FT&type=current&date=Dec+11%2C+1982&author=Ron+Rosenberg+Globe+Staff&pub=Boston+Globe+%28pre-1997+Fulltext%29&desc=COMPETITORS+CLAIM+ROLE+IN+WARNER+SETBACK&pqatl=google|access-date=March 6, 2012|newspaper=[[The Boston Globe]]|date=December 11, 1982|page=1|archive-date=November 7, 2012|archive-url=https://web.archive.org/web/20121107073803/http://pqasb.pqarchiver.com/boston/access/666912291.html?FMT=ABS&FMTS=ABS:FT&type=current&date=Dec+11%2C+1982&author=Ron+Rosenberg+Globe+Staff&pub=Boston+Globe+%28pre-1997+Fulltext%29&desc=COMPETITORS+CLAIM+ROLE+IN+WARNER+SETBACK&pqatl=google|url-status=dead}}</ref> Distributors started to cancel the Atari orders they had placed the prior year, which Gerard said they were "blind-sided" by, having never faced this type of competition before.<ref name="zap chp12"/><ref name="pollack19821219"/>
To try to remain competitive against Mattel's Intellivision, Atari requested all of its distributors to commit to orders for home console games in 1982 in October 1981, as to allow Atari to anticipate production numbers and meet the expected demand. Distributors expected Atari's games to do well and ordered in large volumes, placing more orders than expected given Atari's past failures to meet demand.<ref name="zap chp12">{{cite book | title = Zap! The Rise and Fall of Atari | first = Scott | last = Cohen | date =1984 | publisher = [[McGraw-Hill]] | chapter= Chapter 12 | isbn = 0738868833 }}</ref><ref name="pollack19821219">{{Cite news |last=Pollack |first=Andrew |title=The Game Turns Serious at Atari |page=Section 3, Page 1 |work=[[The New York Times]] |url=https://www.nytimes.com/1982/12/19/business/the-game-turns-serious-at-atari.html |date=December 19, 1982 |access-date=2021-02-18 |issn=0362-4331 |archive-date=July 3, 2021 |archive-url=https://web.archive.org/web/20210703010217/https://www.nytimes.com/1982/12/19/business/the-game-turns-serious-at-atari.html |url-status=live }}</ref> By the middle of 1982, a new home console marketplace had appeared, which one distributor called "a totally different business".<ref name="pollack19821219"/> In addition to Mattel, [[Coleco]] had introduced the [[Colecovision]], which shipped in August 1982 with an arcade conversion of the popular ''[[Donkey Kong (arcade game)|Donkey Kong]]'' as a pack-in game and add-ons that could play Atari 2600 games.<ref name="zap chp12"/> Further, Activision, Imagic, and other third-party game developers like [[Parker Brothers]] had started releasing Atari 2600 titles that rivaled Atari's own games, reducing Atari's market share of games to 40%.<ref name="pollack19821219"/><ref>{{cite news|last=Rosenberg|first=Ron|title=Competitors Claim Role in Warner Setback|url=https://pqasb.pqarchiver.com/boston/access/666912291.html?FMT=ABS&FMTS=ABS:FT&type=current&date=Dec+11%2C+1982&author=Ron+Rosenberg+Globe+Staff&pub=Boston+Globe+%28pre-1997+Fulltext%29&desc=COMPETITORS+CLAIM+ROLE+IN+WARNER+SETBACK&pqatl=google|access-date=March 6, 2012|newspaper=[[The Boston Globe]]|date=December 11, 1982|page=1|archive-date=November 7, 2012|archive-url=https://web.archive.org/web/20121107073803/http://pqasb.pqarchiver.com/boston/access/666912291.html?FMT=ABS&FMTS=ABS:FT&type=current&date=Dec+11%2C+1982&author=Ron+Rosenberg+Globe+Staff&pub=Boston+Globe+%28pre-1997+Fulltext%29&desc=COMPETITORS+CLAIM+ROLE+IN+WARNER+SETBACK&pqatl=google|url-status=dead}}</ref> Distributors started to cancel the Atari orders they had placed the prior year, which Gerard said they were "blind-sided" by, having never faced this type of competition before.<ref name="zap chp12"/><ref name="pollack19821219"/>


Additionally around October 1981, Atari looked to other licensed properties for games. They secured the rights for ''[[Raiders of the Lost Ark (video game)|Raiders of the Lost Ark]]'' in late 1981 shortly after the release of [[Raiders of the Lost Ark|the blockbuster film]] that was released earlier that year.<ref>{{cite journal |last1=Powell |first1=Darrin |title=Howard's Revenge |journal=Classic Gamer Magazine |issue=Winter 1999-2000 |page=35 |url=https://www.oldschoolgamermagazine.com/osgdigital/cgm02/mobile/ |accessdate=16 July 2020}}</ref> Similarly, after the film ''[[E.T. the Extra-Terrestrial]]'' was released in June 1982, Atari was able to quickly negotiate a license, estimated to have cost Atari {{USD|20-25 million|long=no}}, to make [[E.T. the Extra-Terrestrial (video game)|a video game]] based on the film, which was programmed by [[Howard Scott Warshaw]] over a period of five weeks to be able to produce the game for the 1982 holiday seasons.<ref name="hswinterview">{{cite web |url=http://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html |last=Scott |first=Stilphen |title=DP Interviews |publisher=Digitpress.com |access-date=March 6, 2014 |archive-url=https://web.archive.org/web/20140831054249/http://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html |archive-date=August 31, 2014 |url-status=live }}</ref> ''Raiders'' and ''E.T.'' were released in November and December 1982, respectively. As distributors had already cancelled orders, these and other games started to stockpile in Atari's warehouses without any sellers.<ref name="zap chp12"/> Neither game sold as much as Atari had expected;<ref name="pollack19821219"/> notably, ''E.T.'' was critically panned and later became known as [[List of video games notable for negative reception|one of the worst games ever made]], though it sold 2.6 million copies in 1982, in 1983 suffered massive returns making it a financial failure.<ref>{{cite book |title=Cartridge Sales Since 1980 |publisher=[[Atari Corp.]]}} Via {{cite episode |title=The Agony & The Ecstasy |series=Once Upon Atari |date=August 10, 2003 |number=4 |minutes=23 |publisher=Scott West Productions}}</ref>
Additionally around October 1981, Atari looked to other licensed properties for games. They secured the rights for ''[[Raiders of the Lost Ark (video game)|Raiders of the Lost Ark]]'' in late 1981 shortly after the release of [[Raiders of the Lost Ark|the blockbuster film]] that was released earlier that year.<ref>{{cite journal |last1=Powell |first1=Darrin |title=Howard's Revenge |journal=Classic Gamer Magazine |issue=Winter 1999-2000 |page=35 |url=https://www.oldschoolgamermagazine.com/osgdigital/cgm02/mobile/ |accessdate=16 July 2020 |archive-date=March 28, 2022 |archive-url=https://web.archive.org/web/20220328060324/https://www.oldschoolgamermagazine.com/osgdigital/cgm02/mobile/ |url-status=live }}</ref> Similarly, after the film ''[[E.T. the Extra-Terrestrial]]'' was released in June 1982, Atari was able to quickly negotiate a license, estimated to have cost Atari {{USD|20-25 million|long=no}}, to make [[E.T. the Extra-Terrestrial (video game)|a video game]] based on the film, which was programmed by [[Howard Scott Warshaw]] over a period of five weeks to be able to produce the game for the 1982 holiday seasons.<ref name="hswinterview">{{cite web |url=http://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html |last=Scott |first=Stilphen |title=DP Interviews |publisher=Digitpress.com |access-date=March 6, 2014 |archive-url=https://web.archive.org/web/20140831054249/http://www.digitpress.com/library/interviews/interview_howard_scott_warshaw.html |archive-date=August 31, 2014 |url-status=live }}</ref> ''Raiders'' and ''E.T.'' were released in November and December 1982, respectively. As distributors had already cancelled orders, these and other games started to stockpile in Atari's warehouses without any sellers.<ref name="zap chp12"/> Neither game sold as much as Atari had expected;<ref name="pollack19821219"/> notably, ''E.T.'' was critically panned and later became known as [[List of video games notable for negative reception|one of the worst games ever made]], though it sold 2.6 million copies in 1982, in 1983 suffered massive returns making it a financial failure.<ref>{{cite book |title=Cartridge Sales Since 1980 |publisher=[[Atari Corp.]]}} Via {{cite episode |title=The Agony & The Ecstasy |series=Once Upon Atari |date=August 10, 2003 |number=4 |minutes=23 |publisher=Scott West Productions}}</ref>


In December 1982, Warner Communications announced that it was expecting significant decline in investor earnings of about 40% for the fourth quarter of the year mostly as a result of slower game cartridge sales from Atari.<ref name="pollack19821219"/> Warner still remained confident that overall it would see a 10 to 15% growth through 1982, which it considered fair given the current [[Early 1980s recession|recession]].<ref name="pollack19821219"/> However, earlier in 1982, Warner had expected a 50% growth and using Atari's profits to help support Warner's other media industries,<ref>{{cite magazine | url = https://www.newyorker.com/business/currency/excavating-the-video-game-industrys-past | title = Excavating the Video-Game Industry's Past | first = Ted | last=Trautman | date = April 29, 2014 | accessdate = April 6, 2021 | magazine = [[The New Yorker]] }}</ref><ref name="nytimes warner sells"/> and analysts were less confident in Warner's current outlook; one asked "Why did it happen so quickly? And why were they not in tune with it while it was building?"<ref name="pollack19821219"/> Later that month, Warner announced that Kassar along with one other Atari executive had sold numerous shares of Warner stock prior to the investor announcement and were engaged with [[insider trading]].<ref>{{cite web | url = https://www.nytimes.com/1982/12/24/business/warner-reports-atari-insider-case.html | title = Warner Reports Atari Insider Case | first= Alexander R. | last =Hammer | date = December 24, 1982 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref> The [[Securities and Exchange Commission]] (SEC) investigated Kassar's sale and in September 1983, fined Kassar about {{USD|81,000|long=no}}.<ref>{{cite book|last=Cohen|first=Scott|title=Zap: The Rise and Fall of Atari|date=1984|publisher=McGraw-Hill|isbn=0070115435|pages=[https://archive.org/details/zaprisefall00cohe/page/125 125–126]|url=https://archive.org/details/zaprisefall00cohe/page/125}}</ref> Kassar signed a consent agreement neither admitting nor denying the charges.<ref>{{cite news | url = https://www.washingtonpost.com/archive/business/1983/09/27/former-atari-chief-charged-on-stock-sale/967494e0-dc88-4078-a795-1d19e7537f71/ | title = Former Atari Chief Charged On Stock Sale | first= Nancy | last= Ross | date = September 27, 1983 | accessdate = April 6, 2021 | newspaper = [[The Washington Post]] }}</ref>
In December 1982, Warner Communications announced that it was expecting significant decline in investor earnings of about 40% for the fourth quarter of the year mostly as a result of slower game cartridge sales from Atari.<ref name="pollack19821219"/> Warner still remained confident that overall it would see a 10 to 15% growth through 1982, which it considered fair given the current [[Early 1980s recession|recession]].<ref name="pollack19821219"/> However, earlier in 1982, Warner had expected a 50% growth and using Atari's profits to help support Warner's other media industries,<ref>{{cite magazine | url = https://www.newyorker.com/business/currency/excavating-the-video-game-industrys-past | title = Excavating the Video-Game Industry's Past | first = Ted | last = Trautman | date = April 29, 2014 | accessdate = April 6, 2021 | magazine = [[The New Yorker]] | archive-date = April 8, 2021 | archive-url = https://web.archive.org/web/20210408151216/https://www.newyorker.com/business/currency/excavating-the-video-game-industrys-past | url-status = live }}</ref><ref name="nytimes warner sells"/> and analysts were less confident in Warner's current outlook; one asked "Why did it happen so quickly? And why were they not in tune with it while it was building?"<ref name="pollack19821219"/> Later that month, Warner announced that Kassar along with one other Atari executive had sold numerous shares of Warner stock prior to the investor announcement and were engaged with [[insider trading]].<ref>{{cite web | url = https://www.nytimes.com/1982/12/24/business/warner-reports-atari-insider-case.html | title = Warner Reports Atari Insider Case | first = Alexander R. | last = Hammer | date = December 24, 1982 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = March 28, 2022 | archive-url = https://web.archive.org/web/20220328060316/https://www.nytimes.com/1982/12/24/business/warner-reports-atari-insider-case.html | url-status = live }}</ref> The [[Securities and Exchange Commission]] (SEC) investigated Kassar's sale and in September 1983, fined Kassar about {{USD|81,000|long=no}}.<ref>{{cite book|last=Cohen|first=Scott|title=Zap: The Rise and Fall of Atari|date=1984|publisher=McGraw-Hill|isbn=0070115435|pages=[https://archive.org/details/zaprisefall00cohe/page/125 125–126]|url=https://archive.org/details/zaprisefall00cohe/page/125}}</ref> Kassar signed a consent agreement neither admitting nor denying the charges.<ref>{{cite news | url = https://www.washingtonpost.com/archive/business/1983/09/27/former-atari-chief-charged-on-stock-sale/967494e0-dc88-4078-a795-1d19e7537f71/ | title = Former Atari Chief Charged On Stock Sale | first = Nancy | last = Ross | date = September 27, 1983 | accessdate = April 6, 2021 | newspaper = [[The Washington Post]] | archive-date = March 7, 2023 | archive-url = https://web.archive.org/web/20230307212302/https://www.washingtonpost.com/archive/business/1983/09/27/former-atari-chief-charged-on-stock-sale/967494e0-dc88-4078-a795-1d19e7537f71/ | url-status = live }}</ref>


Atari's financial troubles continued into the first quarter of 1983, with an operating loss of {{USD|45.6 million|long=no}} compared to an operating profit of {{USD|100 million|long=no}} in the same quarter in 1982.<ref name="nytimes kassar resign"/> Atari was still struggling with excess inventory of its Atari 2600 games,<ref name="nytimes kassar resign"/><ref name="ign crash reasons">{{cite web | url = https://www.ign.com/articles/2011/09/21/ten-facts-about-the-great-video-game-crash-of-83 | title = Ten Facts about the Great Video Game Crash of '83 | first= Nadia | last= Oxford | date = January 18, 2012 | access-date = September 11, 2020 | work = [[IGN]] }}</ref><ref name="ultimate chp14">{{cite book |title=Ultimate History of Video Games |first=Steven |last=Kent |page=190 |publisher=[[Three Rivers Press]] |isbn=0-7615-3643-4 |year=2001 | chapter=Chapter 14: The Fall }}</ref> and the Atari 5200 had not been as successful as the 2600.<ref name="anderson198403"/> The golden age of the arcade was waning, and the arcade division was failing to turn a profit.<ref name="nytimes kassar resign"/> Further, Atari's venture into home computers was not as successful, as they were losing a [[price war]] with [[Commodore International]].<ref name="cook19840306">{{cite news | url=https://books.google.com/books?id=ZhoP0KRkQe4C&pg=PA35 | title=Jr. Sneaks PC into Home | work=PC Magazine | date=March 6, 1984 | access-date=October 24, 2013 | author=Cook, Karen | pages=35}}</ref>
Atari's financial troubles continued into the first quarter of 1983, with an operating loss of {{USD|45.6 million|long=no}} compared to an operating profit of {{USD|100 million|long=no}} in the same quarter in 1982.<ref name="nytimes kassar resign"/> Atari was still struggling with excess inventory of its Atari 2600 games,<ref name="nytimes kassar resign"/><ref name="ign crash reasons">{{cite web | url = https://www.ign.com/articles/2011/09/21/ten-facts-about-the-great-video-game-crash-of-83 | title = Ten Facts about the Great Video Game Crash of '83 | first = Nadia | last = Oxford | date = January 18, 2012 | access-date = September 11, 2020 | work = [[IGN]] | archive-date = January 28, 2021 | archive-url = https://web.archive.org/web/20210128072326/https://www.ign.com/articles/2011/09/21/ten-facts-about-the-great-video-game-crash-of-83 | url-status = live }}</ref><ref name="ultimate chp14">{{cite book |title=Ultimate History of Video Games |first=Steven |last=Kent |page=190 |publisher=[[Three Rivers Press]] |isbn=0-7615-3643-4 |year=2001 | chapter=Chapter 14: The Fall }}</ref> and the Atari 5200 had not been as successful as the 2600.<ref name="anderson198403"/> The golden age of the arcade was waning, and the arcade division was failing to turn a profit.<ref name="nytimes kassar resign"/> Further, Atari's venture into home computers was not as successful, as they were losing a [[price war]] with [[Commodore International]].<ref name="cook19840306">{{cite news | url=https://books.google.com/books?id=ZhoP0KRkQe4C&pg=PA35 | title=Jr. Sneaks PC into Home | work=PC Magazine | date=March 6, 1984 | access-date=October 24, 2013 | author=Cook, Karen | pages=35 | archive-date=April 21, 2023 | archive-url=https://web.archive.org/web/20230421102416/https://books.google.com/books?id=ZhoP0KRkQe4C&pg=PA35 | url-status=live }}</ref>


Atari had gained a poor reputation in the industry. One dealer told ''InfoWorld'' in early 1984 that "It has totally ruined my business ... Atari has ruined all the independents." A non-Atari executive stated: "There were so many screaming, shouting, threatening dialogues, it's unbelievable that any company in America could conduct itself the way Atari conducted itself. Atari used threats, intimidation and bullying. It's incredible that anything could be accomplished. Many people left Atari. There was incredible belittling and humiliation of people. We'll never do business with them again."<ref name="mace19840227">{{cite news | url=https://books.google.com/books?id=gy4EAAAAMBAJ&pg=PA100 | title=Can Atari Bounce Back? | work=InfoWorld | date=February 27, 1984 | access-date=January 18, 2015 | author=Mace, Scott | pages=100}}</ref> Stating that "Atari has never made a dime in microcomputers", [[John J. Anderson]] wrote in early 1984, "Many of the people I spoke to at Atari between 1980 and 1983 had little or no idea what the products they were selling were all about, or who if anyone would care. In one case, we were fed mis- and disinformation on a frighteningly regular basis, from a highly-placed someone supposedly in charge of all publicity concerning the computer systems. And chilling as the individual happenstance was, it seems to have been endemic at Atari at the time.":<ref name="anderson198403">{{cite news | url=https://archive.org/stream/creativecomputing-1984-03/Creative_Computing_v10_n03_1984_Mar#page/n51/mode/2up | title=Atari | work=Creative Computing | date=March 1984 | access-date=February 6, 2015 | author=Anderson, John J. | pages=51}}</ref>
Atari had gained a poor reputation in the industry. One dealer told ''InfoWorld'' in early 1984 that "It has totally ruined my business ... Atari has ruined all the independents." A non-Atari executive stated: "There were so many screaming, shouting, threatening dialogues, it's unbelievable that any company in America could conduct itself the way Atari conducted itself. Atari used threats, intimidation and bullying. It's incredible that anything could be accomplished. Many people left Atari. There was incredible belittling and humiliation of people. We'll never do business with them again."<ref name="mace19840227">{{cite news | url=https://books.google.com/books?id=gy4EAAAAMBAJ&pg=PA100 | title=Can Atari Bounce Back? | work=InfoWorld | date=February 27, 1984 | access-date=January 18, 2015 | author=Mace, Scott | pages=100}}</ref> Stating that "Atari has never made a dime in microcomputers", [[John J. Anderson]] wrote in early 1984, "Many of the people I spoke to at Atari between 1980 and 1983 had little or no idea what the products they were selling were all about, or who if anyone would care. In one case, we were fed mis- and disinformation on a frighteningly regular basis, from a highly-placed someone supposedly in charge of all publicity concerning the computer systems. And chilling as the individual happenstance was, it seems to have been endemic at Atari at the time."<ref name="anderson198403">{{cite news | url=https://archive.org/stream/creativecomputing-1984-03/Creative_Computing_v10_n03_1984_Mar#page/n51/mode/2up | title=Atari | work=Creative Computing | date=March 1984 | access-date=February 6, 2015 | author=Anderson, John J. | pages=51}}</ref>


Despite losses, Atari remained the number one console maker in every market except Japan. [[Nintendo]], a Japanese video game company, planned to release its first programmable video game console, the [[Nintendo Entertainment System|Famicom]] (later branded as Nintendo Entertainment System (NES)) in Japan in July 1983. Looking to sell the console in international markets that same year, Nintendo offered a licensing deal whereby Atari would build and sell the system, paying Nintendo a royalty. The deal was in the works throughout 1983,<ref name="atarinintendo">{{cite web|url=http://www.atarimuseum.com/articles/atari-nintendo-deal.htm |archive-url=https://archive.today/20121216045019/http://www.atarimuseum.com/articles/atari-nintendo-deal.htm |url-status=dead |archive-date=December 16, 2012 |title=Atari – Nintendo 1983 Deal – Interoffice Memo |access-date=November 23, 2006 |last=Teiser |first=Don |date=June 14, 1983 }}</ref> and the two companies tentatively decided to sign the agreement at the June 1983 [[Consumer Electronics Show|CES]]. However, Coleco demonstrated its new [[Coleco Adam|Adam computer]] with Nintendo's ''Donkey Kong''. Kassar was furious, as Atari owned the rights to publish ''Donkey Kong'' for computers, which he accused Nintendo of violating. Nintendo, in turn, criticized Coleco, which only owned the console rights to the game.<ref>[http://classicgaming.gamespy.com/View.php?view=Articles.Detail&id=208 NES 20th Anniversary! – Classic Gaming<!-- Bot generated title -->] {{webarchive |url=https://web.archive.org/web/20090206225823/http://classicgaming.gamespy.com/View.php?view=Articles.Detail&id=208 |date=February 6, 2009 }}</ref> Coleco had legal grounds to challenge the claim though since Atari had only purchased the floppy disk rights to the game, while the Adam version was cartridge-based.<ref name="coleco kong">{{cite book|last=Kent|first=Steven|author-link=Steven L. Kent|title=The Ultimate History of Video Games|url=https://archive.org/details/ultimatehistoryv00kent|url-access=limited|orig-year=2001|year=2001|publisher=Prima Publishing|location=[[Roseville, California]]|isbn=0-7615-3643-4|pages=[https://archive.org/details/ultimatehistoryv00kent/page/n298 283]–285|chapter=We Tried to Keep from Laughing|quote=Yamauchi demanded that Coleco refrain from showing or selling Donkey Kong on the Adam Computer, and Greenberg backed off, though he had legal grounds to challenge that demand. Atari had purchased only the floppy disk license, the Adam version of Donkey Kong was cartridge-based.}}</ref> Negotiations became protracted after Kassar's departure in mid-1983, and with any deal unlikely to be realized before year-end sales, Nintendo dropped out. Instead, Nintendo worked through their Nintendo of America subsidiary to release the system on their own in 1985.<ref>{{cite magazine | url = https://www.wired.com/2007/06/historical-arti/ | title = Historical Artifact: 1983 Atari-Nintendo Memo | first= Chris | last= Kohler | date = June 11, 2007 | accessdate = April 6, 2021 | magazine = [[Wired (magazine)|Wired]] }}</ref><ref name="atari fun chp11"/>
Despite losses, Atari remained the number one console maker in every market except Japan. [[Nintendo]], a Japanese video game company, planned to release its first programmable video game console, the [[Nintendo Entertainment System|Family Computer]] (later redesigned and branded as the Nintendo Entertainment System) in Japan in July 1983. Looking to sell the console in international markets that same year, Nintendo offered a licensing deal whereby Atari would build and sell the system, paying Nintendo a royalty. The deal was in the works throughout 1983,<ref name="atarinintendo">{{cite web|url=http://www.atarimuseum.com/articles/atari-nintendo-deal.htm |archive-url=https://archive.today/20121216045019/http://www.atarimuseum.com/articles/atari-nintendo-deal.htm |url-status=dead |archive-date=December 16, 2012 |title=Atari – Nintendo 1983 Deal – Interoffice Memo |access-date=November 23, 2006 |last=Teiser |first=Don |date=June 14, 1983 }}</ref> and the two companies tentatively decided to sign the agreement at the June 1983 [[Consumer Electronics Show|CES]]. However, Coleco demonstrated its new [[Coleco Adam|Adam computer]] with Nintendo's ''Donkey Kong''. Kassar was furious, as Atari owned the rights to publish ''Donkey Kong'' for computers, which he accused Nintendo of violating. Nintendo, in turn, criticized Coleco, which only owned the console rights to the game.<ref>[http://classicgaming.gamespy.com/View.php?view=Articles.Detail&id=208 NES 20th Anniversary! – Classic Gaming<!-- Bot generated title -->] {{webarchive |url=https://web.archive.org/web/20090206225823/http://classicgaming.gamespy.com/View.php?view=Articles.Detail&id=208 |date=February 6, 2009 }}</ref> Coleco had legal grounds to challenge the claim though since Atari had only purchased the floppy disk rights to the game, while the Adam version was cartridge-based.<ref name="coleco kong">{{cite book|last=Kent|first=Steven|author-link=Steven L. Kent|title=The Ultimate History of Video Games|url=https://archive.org/details/ultimatehistoryv00kent|url-access=limited|orig-year=2001|year=2001|publisher=Prima Publishing|location=[[Roseville, California]]|isbn=0-7615-3643-4|pages=[https://archive.org/details/ultimatehistoryv00kent/page/n298 283]–285|chapter=We Tried to Keep from Laughing|quote=Yamauchi demanded that Coleco refrain from showing or selling Donkey Kong on the Adam Computer, and Greenberg backed off, though he had legal grounds to challenge that demand. Atari had purchased only the floppy disk license, the Adam version of Donkey Kong was cartridge-based.}}</ref> Negotiations became protracted after Kassar's departure in mid-1983, and with any deal unlikely to be realized before year-end sales, Nintendo dropped out. Instead, Nintendo worked through their Nintendo of America subsidiary to release the system on their own in 1985.<ref>{{cite magazine | url = https://www.wired.com/2007/06/historical-arti/ | title = Historical Artifact: 1983 Atari-Nintendo Memo | first = Chris | last = Kohler | date = June 11, 2007 | accessdate = April 6, 2021 | magazine = [[Wired (magazine)|Wired]] | archive-date = June 18, 2021 | archive-url = https://web.archive.org/web/20210618231238/https://www.wired.com/2007/06/historical-arti/ | url-status = live }}</ref><ref name="atari fun chp11"/>


In 1983, the company set up a partnership with MCA Videogames, a division of [[MCA Inc.]] to set up a joint venture Studio Games, whereas the venture gave them access to properties handled by MCA's sister studio [[Universal Pictures]].<ref>{{Cite news|date=1983-05-11|title=MCA, Atari Set Joint Vidgame Venture Tied to U's Pix & TV|page=6|work=[[Variety (magazine)|Variety]]}}</ref>
In 1983, the company set up a partnership with MCA Videogames, a division of [[MCA Inc.]] to set up a joint venture Studio Games, whereas the venture gave them access to properties handled by MCA's sister studio [[Universal Pictures]].<ref>{{Cite news|date=1983-05-11|title=MCA, Atari Set Joint Vidgame Venture Tied to U's Pix & TV|page=6|work=[[Variety (magazine)|Variety]]}}</ref>


Kassar eventually resigned as CEO of Atari in July 1983 over mounting financial losses, and Warner replaced him with [[James J. Morgan]], a vice president from [[Philip Morris Inc.]]<ref name="nytimes kassar resign">{{cite web | url = https://www.nytimes.com/1983/07/08/business/chief-is-replaced-at-troubled-atari.html| title = Chief Is Replaced At Troubled Atari | first = Andrew | last = Pollack | date = July 8, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref> Stating "one company can't have seven presidents", Morgan stated a goal of more closely integrating the company's divisions to end "the fiefdoms and the politics and all the things that caused the problems".<ref name="iw19840227">{{cite news | url=https://books.google.com/books?id=gy4EAAAAMBAJ&pg=PA106 | title=James Morgan Speaks Out | work=InfoWorld | date=February 27, 1984 | access-date=January 18, 2015 | pages=106–107}}</ref> Morgan implemented processes to reduce operating costs at Atari, including laying off about 3,000 jobs and moving 4,000 more manufacturing positions to Asia.<ref>{{cite web | url = https://www.nytimes.com/1984/01/08/business/the-battle-for-survival-at-warner.html | title = The Battle For Survival At Warner | first= Leslie |last= Wayne | date = January 8, 1984 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref><ref name="nytimes warner sells"/>
Kassar eventually resigned as CEO of Atari in July 1983 over mounting financial losses, and Warner replaced him with [[James J. Morgan]], a vice president from [[Philip Morris Inc.]]<ref name="nytimes kassar resign">{{cite web | url = https://www.nytimes.com/1983/07/08/business/chief-is-replaced-at-troubled-atari.html | title = Chief Is Replaced At Troubled Atari | first = Andrew | last = Pollack | date = July 8, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = May 1, 2021 | archive-url = https://web.archive.org/web/20210501001421/https://www.nytimes.com/1983/07/08/business/chief-is-replaced-at-troubled-atari.html | url-status = live }}</ref> Stating "one company can't have seven presidents", Morgan stated a goal of more closely integrating the company's divisions to end "the fiefdoms and the politics and all the things that caused the problems".<ref name="iw19840227">{{cite news | url=https://books.google.com/books?id=gy4EAAAAMBAJ&pg=PA106 | title=James Morgan Speaks Out | work=InfoWorld | date=February 27, 1984 | access-date=January 18, 2015 | pages=106–107}}</ref> Morgan implemented processes to reduce operating costs at Atari, including laying off about 3,000 jobs and moving 4,000 more manufacturing positions to Asia.<ref>{{cite web | url = https://www.nytimes.com/1984/01/08/business/the-battle-for-survival-at-warner.html | title = The Battle For Survival At Warner | first = Leslie | last = Wayne | date = January 8, 1984 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = November 9, 2020 | archive-url = https://web.archive.org/web/20201109030354/https://www.nytimes.com/1984/01/08/business/the-battle-for-survival-at-warner.html | url-status = live }}</ref><ref name="nytimes warner sells"/>


[[File:Atari E.T. Dig- Alamogordo, New Mexico (14039299415).jpg|thumb|right|Excavation of the [[Atari video game burial]] in 2014]]
[[File:Atari E.T. Dig- Alamogordo, New Mexico (14039299415).jpg|thumb|right|Excavation of the [[Atari video game burial]] in 2014]]
Atari's financial problems continued throughout the rest of 1983, with second quarter losses of {{USD|310 million|long=no}}.<ref>{{cite web | url = https://www.nytimes.com/1983/07/24/business/philip-morris-s-marlboro-man.html | title = Philip Morris's Marlboro Man | first = Leslie | last= Wayne |date = July 24, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref> The company discreetly buried more 700,000{{Citation needed|date=September 2022}} units of its unsold stock in [[Atari video game burial|a landfill]] near [[Alamogordo, New Mexico]] in September 1983, though this had become an [[urban legend]] that millions of unsold cartridges were buried there.<ref>{{cite web | url = https://www.nytimes.com/1983/09/28/business/atari-parts-are-dumped.html | title = Atari Parts Are Dumped | date = September 28, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref><ref>{{cite news |title=Diggers Find Atari's E.T. Games in Landfill |agency=Associated Press |date=April 26, 2014 |url=https://www.npr.org/templates/story/story.php?storyId=307031037 |access-date=April 26, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20140426232656/http://www.npr.org/templates/story/story.php?storyId=307031037 |archive-date=April 26, 2014 |df=mdy-all }}</ref>
Atari's financial problems continued throughout the rest of 1983, with second quarter losses of {{USD|310 million|long=no}}.<ref>{{cite web | url = https://www.nytimes.com/1983/07/24/business/philip-morris-s-marlboro-man.html | title = Philip Morris's Marlboro Man | first = Leslie | last = Wayne | date = July 24, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = March 28, 2022 | archive-url = https://web.archive.org/web/20220328061824/https://www.nytimes.com/1983/07/24/business/philip-morris-s-marlboro-man.html | url-status = live }}</ref> The company discreetly buried more 700,000{{Citation needed|date=September 2022}} units of its unsold stock in [[Atari video game burial|a landfill]] near [[Alamogordo, New Mexico]], in September 1983, though this had become an [[urban legend]] that millions of unsold cartridges were buried there.<ref>{{cite web | url = https://www.nytimes.com/1983/09/28/business/atari-parts-are-dumped.html | title = Atari Parts Are Dumped | date = September 28, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = February 9, 2017 | archive-url = https://web.archive.org/web/20170209222223/http://www.nytimes.com/1983/09/28/business/atari-parts-are-dumped.html | url-status = live }}</ref><ref>{{cite news |title=Diggers Find Atari's E.T. Games in Landfill |agency=Associated Press |date=April 26, 2014 |url=https://www.npr.org/templates/story/story.php?storyId=307031037 |access-date=April 26, 2014 |url-status=dead |archive-url=https://web.archive.org/web/20140426232656/http://www.npr.org/templates/story/story.php?storyId=307031037 |archive-date=April 26, 2014 |df=mdy-all }}</ref>


Atari's problems reverberated across the entire video game industry in the United States as consumer confidence in video games had weakened significantly, contributing significantly to the [[video game crash of 1983]].<ref>{{cite web | url = https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html | title = Video Games Industry Comes Down To Earth | first = N.R. | last= Kleinfield | date = September 28, 1983 | accessdate = April 6, 2021 | work =[[The New York Times]] }}</ref> Retailers became wary of selling video games, making it difficult for console and video game manufacturers to sell their products.<ref name="ultimate chp14"/> Further, the rising popularity of home computers drove sales away from game consoles.<ref name="down many times">{{cite book | last = Ernkvist | first = Mirko | chapter = Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986 | year = 2008 | pages = 161–191 | title = History of Insolvancy and Bankruptcy | publisher = Södertörns högskola | editor-first= Karl | editor-last=Gratzer | editor-first2=Dieter | editor-last2=Stiefel | isbn = 978-91-89315-94-5 }}</ref> To clear stock as to make way to new games, retailers also heavily discounted consoles and games which also hurt these companies financially. Many of the new companies that had sprung up to take advantage of the rising growth of video games prior to 1983 shut down, liquidating their assets and further contributing to the excess unsold stock.<ref name="down many times"/> Established companies like Atari faced difficulty in selling their products against these volumes, which further contributed to their losses.<ref name="down many times"/> By the end of 1983, Atari reported a total loss for the year of {{USD|538 million|long=no}}, compared to the {{USD|1.7 billion|long=no}} operating profit in 1982.<ref name="nytimes warner sells"/><ref name="down many times"/>
Atari's problems reverberated across the entire video game industry in the United States as consumer confidence in video games had weakened significantly, contributing significantly to the [[video game crash of 1983]].<ref>{{cite web | url = https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html | title = Video Games Industry Comes Down To Earth | first = N.R. | last = Kleinfield | date = September 28, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = September 13, 2018 | archive-url = https://web.archive.org/web/20180913223742/https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html | url-status = live }}</ref> Retailers became wary of selling video games, making it difficult for console and video game manufacturers to sell their products.<ref name="ultimate chp14"/> Further, the rising popularity of home computers drove sales away from game consoles.<ref name="down many times">{{cite book | last = Ernkvist | first = Mirko | chapter = Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986 | year = 2008 | pages = 161–191 | title = History of Insolvancy and Bankruptcy | publisher = Södertörns högskola | editor-first= Karl | editor-last=Gratzer | editor-first2=Dieter | editor-last2=Stiefel | isbn = 978-91-89315-94-5 }}</ref> To clear stock as to make way to new games, retailers also heavily discounted consoles and games which also hurt these companies financially. Many of the new companies that had sprung up to take advantage of the rising growth of video games prior to 1983 shut down, liquidating their assets and further contributing to the excess unsold stock.<ref name="down many times"/> Established companies like Atari faced difficulty in selling their products against these volumes, which further contributed to their losses.<ref name="down many times"/> By the end of 1983, Atari reported a total loss for the year of {{USD|538 million|long=no}}, compared to the {{USD|1.7 billion|long=no}} operating profit in 1982.<ref name="nytimes warner sells"/><ref name="down many times"/>


Despite its financial issues, Atari continued to innovate. In March 1983, it established an Ataritel division to develop telephones with screens and computer features with consumer-ready products to reach market by 1984.<ref>{{cite web | url = https://www.nytimes.com/1983/03/18/business/company-news-atari-plans-entry-in-communications.html | title = COMPANY NEWS; Atari Plans Entry In Communications | date = March 18, 1983| accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref> In October 1983, Atari created its [[Atarisoft]] division, producing software from its own library to work on its rival systems including for computers from Commodore, Apple, Texas Instruments, and IBM, as well as console games for Colecovision.<ref>{{cite web | url = https://www.nytimes.com/1983/10/27/business/atari-s-new-games-fit-other-machines.html | title = Atari's New Games Fit Other Machines | date = October 27, 1983 | accessdate = April 6, 2021 | work =[[The New York Times]] }}</ref> GCC, inspired by the Atari 2600 add-ons available for the Colecovision and for the Atari 5200, start working on the design of a new console, one that would be more advanced than the 2600 but would support direct compatibility with Atari 2600 games. Their project resulted in the [[Atari 7800]] ProSystem, which had been announced in early 1984. Morgan had shut down the Atari 5200 production towards Atari 7800 manufacturing for its mid-1984 release, but with Warner's sale of the company in June 1984, the launch was cancelled. The Atari 7800 was later introduced under the [[Atari Corporation]] branding in May 1986.<ref name="atari fun chp11">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 11 }}</ref>
Despite its financial issues, Atari continued to innovate. In March 1983, it established an Ataritel division to develop telephones with screens and computer features with consumer-ready products to reach market by 1984.<ref>{{cite web | url = https://www.nytimes.com/1983/03/18/business/company-news-atari-plans-entry-in-communications.html | title = COMPANY NEWS; Atari Plans Entry In Communications | date = March 18, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = March 28, 2022 | archive-url = https://web.archive.org/web/20220328061836/https://www.nytimes.com/1983/03/18/business/company-news-atari-plans-entry-in-communications.html | url-status = live }}</ref> In October 1983, Atari created its [[Atarisoft]] division, producing software from its own library to work on its rival systems including for computers from Commodore, Apple, Texas Instruments, and IBM, as well as console games for Colecovision.<ref>{{cite web | url = https://www.nytimes.com/1983/10/27/business/atari-s-new-games-fit-other-machines.html | title = Atari's New Games Fit Other Machines | date = October 27, 1983 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = April 30, 2021 | archive-url = https://web.archive.org/web/20210430114741/https://www.nytimes.com/1983/10/27/business/atari-s-new-games-fit-other-machines.html | url-status = live }}</ref> GCC, inspired by the Atari 2600 add-ons available for the Colecovision and for the Atari 5200, start working on the design of a new console, one that would be more advanced than the 2600 but would support direct compatibility with Atari 2600 games. Their project resulted in the [[Atari 7800]] ProSystem, which had been announced in early 1984. Morgan had shut down the Atari 5200 production towards Atari 7800 manufacturing for its mid-1984 release, but with Warner's sale of the company in June 1984, the launch was cancelled. The Atari 7800 was later introduced under the [[Atari Corporation]] branding in May 1986.<ref name="atari fun chp11">{{cite book | title = Atari Inc: Business is Fun | first1 = Marty | last1 = Goldberg | first2 = Curt | last2 = Vendel | year = 2012 | isbn = 978-0985597405 | publisher = Sygyzy Press | chapter=Chapter 11 }}</ref>


===Breakup and sale (1984)===
===Breakup and sale (1984)===
By the end of 1983, Warner's stock price slid from $60 to $20, and the company began searching for a buyer for Atari.<ref name="nytimes warner sells">{{Cite news| url = https://www.nytimes.com/1984/07/03/business/warner-sells-atari-to-tramiel.html |title=Warner Sells Atari to Tramiel|author=David E. Sanger|work=[[The New York Times]] |date =July 3, 1984}}</ref> When [[Texas Instruments]] exited the home-computer market in November 1983 because of the price war with Commodore, many believed that Atari would be next.{{r|mace19840227}}{{r|cook19840306}} Its [[Atarisoft]] games for rival computers sold well,<ref name="mace19840409">{{cite news | url=https://books.google.com/books?id=jC4EAAAAMBAJ&pg=PA50 | title=Atarisoft vs. Commodore | work=InfoWorld | date=1984-04-09 | access-date=4 February 2015 | author=Mace, Scott | pages=50}}</ref> and a rumor stated that Atari planned to discontinue hardware and only sell software.<ref name="anderson198403"/> Morgan stated that he expected to bring the company back to profitability by mid-1984, though warned he was expecting more losses for the first six months of the year.<ref>{{cite web | url = https://www.nytimes.com/1984/01/09/business/computer-makers-new-mood.html | title = Computer Makers' New Mood | first = Andrew | last = Pollack | date = January 9, 1984 | accessdate = April 6, 2021 | work = [[The New York Times]] }}</ref>
By the end of 1983, Warner's stock price slid from $60 to $20, and the company began searching for a buyer for Atari.<ref name="nytimes warner sells">{{Cite news|url=https://www.nytimes.com/1984/07/03/business/warner-sells-atari-to-tramiel.html|title=Warner Sells Atari to Tramiel|author=David E. Sanger|work=[[The New York Times]]|date=July 3, 1984|access-date=February 5, 2017|archive-date=October 2, 2021|archive-url=https://ghostarchive.org/archive/20211002231020/https://www.nytimes.com/1984/07/03/business/warner-sells-atari-to-tramiel.html|url-status=live}}</ref> When [[Texas Instruments]] exited the home-computer market in November 1983 because of the price war with Commodore, many believed that Atari would be next.{{r|mace19840227}}{{r|cook19840306}} Its [[Atarisoft]] games for rival computers sold well,<ref name="mace19840409">{{cite news | url=https://books.google.com/books?id=jC4EAAAAMBAJ&pg=PA50 | title=Atarisoft vs. Commodore | work=InfoWorld | date=1984-04-09 | access-date=4 February 2015 | author=Mace, Scott | pages=50}}</ref> and a rumor stated that Atari planned to discontinue hardware and only sell software.<ref name="anderson198403"/> Morgan stated that he expected to bring the company back to profitability by mid-1984, though warned he was expecting more losses for the first six months of the year.<ref>{{cite web | url = https://www.nytimes.com/1984/01/09/business/computer-makers-new-mood.html | title = Computer Makers' New Mood | first = Andrew | last = Pollack | date = January 9, 1984 | accessdate = April 6, 2021 | work = [[The New York Times]] | archive-date = March 28, 2022 | archive-url = https://web.archive.org/web/20220328060329/https://www.nytimes.com/1984/01/09/business/computer-makers-new-mood.html | url-status = live }}</ref>


On July 3, 1984, in a surprise announcement, Warner announced that they had sold off the consumer products division of Atari, which included the console and computer production, game development, and Atarisoft divisions, to former Commodore International CEO [[Jack Tramiel]] in exchange for taking on roughly {{USD|240 million|long=no}} in debt held by Warner. Tramiel merged these assets into his own Tramel Technology Limited, which he renamed [[Atari Corporation]]. In the transition, Morgan was given "a leave of several months", with Tramiel's son Sam Tramiel and other of his aides already taking leadership of the company. Warner renamed Atari, Inc. to [[Atari Games]], which now primarily consisted of the coin-operated games, arcade operations, and Ataritel divisions.<ref name="nytimes warner sells"/> Ataritel was sold to [[Mitsubishi]] later in 1984; Mitsubishi released one of the first digital videophones based on Atari's original designs under the brand Lumaphone by 1986.<ref name="Popular Mechanics-1988.02">Booth, Stephen A. [https://books.google.com/books?id=HOQDAAAAMBAJ&pg=PA50 Telephony With Pictures], ''[[Popular Mechanics]]'', February 1988, p. 50.</ref>
On July 3, 1984, in a surprise announcement, Warner announced that they had sold off the consumer products division of Atari, which included the console and computer production, game development, and Atarisoft divisions, to former Commodore International CEO [[Jack Tramiel]] in exchange for taking on roughly {{USD|240 million|long=no}} in debt held by Warner. Tramiel merged these assets into his own Tramel Technology Limited, which he renamed [[Atari Corporation]]. In the transition, Morgan was given "a leave of several months", with Tramiel's son Sam Tramiel and other of his aides already taking leadership of the company. Warner renamed Atari, Inc. to [[Atari Games]], which now primarily consisted of the coin-operated games, arcade operations, and Ataritel divisions.<ref name="nytimes warner sells"/> Ataritel was sold to [[Mitsubishi]] later in 1984; Mitsubishi released one of the first digital videophones based on Atari's original designs under the brand Lumaphone by 1986.<ref name="Popular Mechanics-1988.02">Booth, Stephen A. [https://books.google.com/books?id=HOQDAAAAMBAJ&pg=PA50 Telephony With Pictures], ''[[Popular Mechanics]]'', February 1988, p. 50.</ref>
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*''[[Video Pinball]]'' (1977)
*''[[Video Pinball]]'' (1977)
*[[Atari 2600]] (1977)
*[[Atari 2600]] (1977)
*[[Atari 8-bit family]] (1979)
*[[Atari 8-bit computers]] (1979)
*[[Atari 2700]] (cancelled)
*[[Atari 2700]] (cancelled)
*[[Atari Cosmos]] (cancelled)
*[[Atari Cosmos]] (cancelled)
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==External links==
==External links==
* [http://www.atarimuseum.com/ The Atari History Museum] - Atari historical archive site.
* [https://theatarimuseum.com/ The Atari History Museum] - Atari historical archive site.
* [https://web.archive.org/web/20080509055112/http://www.ataritimes.com/ Atari Times], supporting all Atari consoles.
* [https://web.archive.org/web/20080509055112/http://www.ataritimes.com/ Atari Times], supporting all Atari consoles.
* [http://www.atariage.com/ AtariAge.com]
* [https://www.atariage.com/ AtariAge.com]
* [http://www.mobygames.com/company/atari-inc Atari] entry at [[MobyGames]]
* [http://www.mobygames.com/company/atari-inc Atari] entry at [[MobyGames]]
* [http://www.atarihq.com/ Atari Gaming Headquarters] - Atari historical archive site.
* [http://www.atarihq.com/ Atari Gaming Headquarters] - Atari historical archive site.
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* [http://thedoteaters.com/?bitstory=article-3 The Dot Eaters] - Comprehensive history of videogames, extensive info on Atari offerings and history
* [http://thedoteaters.com/?bitstory=article-3 The Dot Eaters] - Comprehensive history of videogames, extensive info on Atari offerings and history
* [http://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php History of Atari from 1978 to 1981]
* [http://www.gamasutra.com/view/feature/3766/atari_the_golden_years__a_.php History of Atari from 1978 to 1981]
* [https://web.archive.org/web/20131117063609/http://mcurrent.name/atarihistory/atari.html A History of Syzygy / Atari / Atari Games / Atari Holdings]
* [https://web.archive.org/web/20131117063609/http://mcurrent.name/atarihistory/atari.html A History of Syzygy / Atari / Atari Games / Atari Holdings]
* [https://web.archive.org/web/20200706113616/https://nob6.com/salon-marketing-strategies/ Nob6.com]
* [https://web.archive.org/web/20200706113616/https://nob6.com/salon-marketing-strategies/ Nob6.com]


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[[Category:Atari]]
[[Category:Atari]]
[[Category:1972 establishments in California]]
[[Category:1992 disestablishments in California]]
[[Category:American companies disestablished in 1992]]
[[Category:American companies established in 1972]]
[[Category:American companies established in 1972]]
[[Category:Companies based in Sunnyvale, California]]
[[Category:Companies based in Sunnyvale, California]]
[[Category:Computer companies established in 1972]]
[[Category:Video game companies established in 1972]]
[[Category:American companies disestablished in 1992]]
[[Category:Computer companies disestablished in 1992]]
[[Category:Computer companies disestablished in 1992]]
[[Category:Video game companies disestablished in 1992]]
[[Category:Computer companies established in 1972]]
[[Category:Defunct computer companies of the United States]]
[[Category:Defunct computer companies of the United States]]
[[Category:Defunct computer hardware companies]]
[[Category:Defunct computer hardware companies]]
[[Category:Defunct video game companies of the United States]]
[[Category:Defunct video game companies of the United States]]
[[Category:Former Warner Communications subsidiaries]]
[[Category:Pinball manufacturers]]
[[Category:Video game companies disestablished in 1992]]
[[Category:Video game companies established in 1972]]
[[Category:Video game development companies]]
[[Category:Video game development companies]]
[[Category:Video game publishers]]
[[Category:Video game publishers]]
[[Category:Pinball manufacturers]]
[[Category:1972 establishments in California]]
[[Category:1992 disestablishments in California]]

Revision as of 12:49, 23 August 2024

Atari, Inc.
IndustryVideo games
FoundedJune 27, 1972; 52 years ago (1972-06-27)
Founders
DefunctJune 26, 1992; 32 years ago (1992-06-26)
FateHome console and computer business sold to Jack Tramiel, becoming Atari Corporation. Arcade business retained by Warner and renamed to Atari Games.
Successors
Headquarters
Products
ParentWarner Communications (1976–1984)
SubsidiariesChuck E. Cheese (1977–1978)
Kee Games (1973–1978)

Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry.

The company was founded in Sunnyvale, California, in the center of Silicon Valley, to develop arcade games, starting with Pong in 1972. As computer technology matured with low-cost integrated circuits, Atari ventured into the consumer market, first with dedicated home versions of Pong and other arcade successes around 1975, and into programmable consoles using game cartridges with the Atari Video Computer System (Atari VCS or later branded as the Atari 2600) in 1977. To bring the Atari VCS to market, Bushnell sold Atari to Warner Communications in 1976. In 1978, Warner brought in Ray Kassar to help run the company, but over the next few years, gave Kassar more of a leadership role in the company. Bushnell was fired in 1978, with Kassar named CEO in 1979.

From 1978 through 1982, Atari continued to expand at a great pace and was the leading company in the growing video game industry. Its arcade games such as Asteroids helped to usher in a golden age of arcade games from 1979 to 1983, while the arcade conversion of Taito's Space Invaders for the VCS became the console's system seller and killer application. Atari's success drew new console manufacturers to the market, including Mattel Electronics and Coleco, and fostered third-party developers such as Activision and Imagic.

Looking to stave off new competition in 1982, Atari leaders made decisions that resulted in overproduction of units and games that did not meet sales expectations. Atari had also ventured into the home computer market with their first 8-bit computers, but their products did not fare as well as their competitors'. Atari lost more than US$530 million in 1983, leading to Kassar's resignation and the appointment of James J. Morgan as CEO. Morgan attempted to turn Atari around with layoffs and other cost-cutting efforts, but the company's financial hardships had already reverberated through the industry, leading to the 1983 crash that devastated the U.S. video game market.

Warner Communications sold the home console and computer division of Atari to Jack Tramiel in July 1984, who then renamed his company Atari Corporation. Atari, Inc. was renamed Atari Games, Inc. after the sale. In 1985, Warner formed a new corporation jointly with Namco, AT Games, Inc., which acquired the coin-operated assets of Atari Games, Inc. AT Games was subsequently renamed Atari Games Corporation. Atari Games, Inc. was then renamed Atari Holdings, Inc. and remained a non-operating subsidiary of Warner Communications and its successor, Time Warner, before being merged back into the parent company in 1992.

Origins

Bushnell in 2013
Atari's first wordmark, as seen in the first print ad for Pong, in a 1973 issue of Cash Box[1]
Atari's first wordmark, as seen in the first print ad for Pong, in a 1973 issue of Cash Box[1]
Short lived logo used in mid-1973[2]
Short lived logo used in mid-1973[2]

While studying at the University of Utah, electrical engineering student Nolan Bushnell had a part-time job at an amusement arcade, where he became familiar with arcade electro-mechanical games. He watched customers play and helped maintain the machinery, while learning how it worked and developing his understanding of how the game business operates.[3]

In 1968, Bushnell graduated, became an employee of Ampex in San Francisco and worked alongside Ted Dabney. The two found they had shared interests and became friends. Bushnell shared with Dabney his gaming-pizza parlor idea, and had taken him to the computer lab at Stanford Artificial Intelligence Laboratory to see the games on those systems.[4] They jointly developed the concept of using a standalone computer system with a monitor and attaching a coin slot to it to play games on.[4]

To create the game, Bushnell and Dabney decided to start a partnership called Syzygy Engineering, each putting in US$250 of their own funds to support it.[4] They had also asked fellow Ampex employee Larry Bryan to participate, and while he had been on board with their ideas, he backed out when asked to contribute financially to starting the company.[5]

Bushnell and Dabney worked with Nutting Associates to manufacture their product. Dabney developed a method of using video circuitry components to mimic functions of a computer for a much cheaper cost and a smaller space. Bushnell and Dabney used this to develop a variation on Spacewar! called Computer Space where the player shot at two UFOs. Nutting manufactured the game. While they were developing this, they joined Nutting as engineers, but they also made sure that Nutting placed a "Syzygy Engineered" label on the control panel of each Computer Space game sold to reflect their work in the game.[4][6] Computer Space did not fare well commercially when it was placed in Nutting's customary market: bars. Feeling that the game was simply too complex for the average customer unfamiliar and unsure with the new technology, Bushnell started looking for new ideas.[7] About 1,500 Computer Space cabinets were made, but were a difficult product to sell. While Bushnell blamed Nutting for its poor marketing, he later recognized that Computer Space was too complex of a game as players had to read the instructions on the cabinet before they could play. Bushnell said: "To be successful, I had to come up with a game people already knew how to play; something so simple that any drunk at any bar could play."[5]

As a private company

Founding and Pong (1972)

The original Pong upright cabinet

Bushnell began seeking other partners outside of Nutting, and approached pinball game manufacturer Bally Manufacturing, who indicated interest in funding future efforts in arcade games by Bushnell and Dabney if Nutting was not involved.[4] The two quit Nutting and established offices for Syzygy in Santa Clara;[8] at that point not taking a salary yet since they had no products.[4] Bally then offered them a US$4,000 a month for six months to design a new video game and a new pinball machine.[4] With those funds, they hired Al Alcorn, a former co-worker at Ampex, as their first design engineer.[5] Initially wanting to start Syzygy off with a driving game, Bushnell had concerns that it might be too complicated for Alcorn's first game.[7]

In May 1972, Bushnell had seen a demonstration of the Magnavox Odyssey, which included a tennis game. According to Alcorn, Bushnell decided to have him produce an arcade version of the Odyssey's Tennis game,[9][10][11] which would go on to be named Pong. Bushnell had Alcorn use Dabney's video circuit concepts to help develop the game, believing it would be a first prototype, but Alcorn's success impressed both Bushnell and Dabney, leading them to believe they had a major success on hand and prepared to offer the game to Bally as part of the contract.[4]

Meanwhile, Bushnell and Dabney had gone to incorporate the firm, but found that Syzygy (an astronomical term) already existed in California. Bushnell enjoyed the strategy board game Go, and in considering various terms from the game, they chose to name the company atari, a Japanese term 当たり that in the context of the game means a state where a stone or group of stones is imminently in danger of being taken by one's opponent (equivalent to the concept of check in chess).[4] Other terms Bushnell had offer included sente (when a Go player has the initiative; Bushnell would use this term years later to name another company of his) and hane (a Go move to go around an opponent's pieces).[5] Atari was incorporated in the state of California on June 27, 1972.[5][12]

Bushnell and Dabney offered to license Pong to both Bally and its Midway subsidiary, but both companies rejected it because it required two players. Instead, Bushnell and Dabney opted to create a test unit themselves and see how it was received at a local establishment.[4] By August 1972, the first Pong was completed. It consisted of a black and white television from Walgreens, the special game hardware, and a coin mechanism from a laundromat on the side which featured a milk carton inside to catch coins. It was placed in a Sunnyvale tavern by the name of Andy Capp's to test its viability.[13] The test was extremely successful, so the company created twelve more test units, ten which were distributed across other local bars.[4] They found that the machines were averaging around US$400 a week each; in several cases, when bar owners reported that the machines were malfunctioning, Alcorn found that it was due to the coin collector had been overflowing with quarters, shorting out the coin slot mechanism.[4] They reported these numbers to Bally, who still had not decided on taking the license. Bushnell and Dabney realized that they needed to expand on the game but formally needed to get out of their contract with Bally. Bushnell told Bally that they could offer to make another game for them, but only if they rejected Pong; Bally agreed, letting Atari off the hook for the pinball machine design as well.[4]

After talks to release Pong through Nutting and several other companies broke down, Bushnell and Dabney decided to release Pong on their own,[7] and Atari, Inc. transformed into a coin-op design and production company. Using investments and funds from a coin-operated machine route, they leased a former concert hall and roller rink in Santa Clara to produce Pong cabinets on their own with hired help for the production line. Bushnell had also set up arrangements with local coin-op-game distributors to help move units. Atari shipped their first commercial Pong unit in November 1972. Over 2,500 Pong cabinets were made in 1973, and by the end of its production in 1974, Atari had made over 8,000 Pong cabinets.[14]

Atari could not produce Pong cabinets fast enough to meet the new demand, leading to a number of existing companies in the electro-mechanical games industry and new ventures to produce their own versions of Pong.[15] Ralph H. Baer, who had patented the concepts behind the Odyssey through his employer Sanders Associates, felt Pong and these other games infringed on his ideas. Magnavox filed suit against Atari and others in April 1974 for patent infringement.[16] Under legal counsel's advice, Bushnell opted to have Atari settle out of court with Magnavox by June 1976, agreeing to pay $1,500,000 in eight installments for a perpetual license for Baer's patents and to share technical information and grant a license to use the technology found in all current Atari products and any new products announced between June 1, 1976, and June 1, 1977.[17][18]

Early arcade and home games (1973–1976)

Around 1973, Bushnell began to expand out the company, moving their corporate headquarters to Los Gatos.[19] Bushnell contracted graphic design artist George Opperman, who ran his own design firm, to create a logo for Atari. Opperman has stated that the logo that was selected was based on the letter "A" but considering Atari's success with Pong, created the logo to fit the "A" shape, with two players on opposite sides of a center line. However, some within Atari at this time dispute this, stating that Opperman had provided several different possible designs and this was the one selected by Bushnell and others. The logo first appeared on Atari's arcade game Space Race in 1973, and had become known as the "Fuji" due to its resemblance to Mount Fuji. In 1976, Atari hired Opperman to establish the company's own art and design division.[20]

From late 1972 to early 1973, a rift in the business relationship between Bushnell and Dabney began to develop, with Dabney feeling he was being pushed to the side by Bushnell while Bushnell saw Dabney as a potential roadblock to his larger plans for Atari.[19] By March 1973, Dabney formally left Atari, selling his portion of the company for US$250,000.[21][19][22] While Dabney would continue to work for Bushnell on other ventures, including Pizza Time Theaters, he had a falling out with Bushnell and ultimately left the video game industry.[4]

In mid-1973, Atari acquired Cyan Engineering, a computer engineering firm founded by Steve Mayer and Larry Emmons, following a consulting contract with Atari. Bushnell established Atari's internal Grass Valley Think Tank at Cyan to promote research & development of new games and products.[23]

Atari secretly spawned a "competitor" called Kee Games in September 1973,[24] headed by Bushnell's next door neighbor Joe Keenan, to circumvent pinball distributors' insistence on exclusive distribution deals; both Atari and Kee could market (virtually) the same game to different distributors, with each getting an "exclusive" deal.[25] Kee was further led by Atari employees: Steve Bristow, a developer that worked under Alcorn on arcade games, Bill White, and Gil Williams. While early Kee games were near-copies of Atari's own games, Kee began developing their own titles such as that drew distributor interest to Kee and effectively helping Bushnell to realize the disruption of the exclusive distribution deals.[25]

In 1974, Atari began to see financial struggles and Bushnell was forced to lay off half the staff.[23] Atari was facing increased competition from new arcade game producers, many which made clones of Pong and other Atari games. An accounting mistake caused them to lose money on the release of Gran Trak 10.[23] Atari also tried to open a division in Japan as Atari Japan to sell their games through, but the venture had several roadblocks. In a 2018 interview Alcorn described the situation as "an utter disaster beyond recognition".[26] Bushnell said "We didn't realize that Japan was a closed market, and so we were in violation of all kinds of rules and regulations of the Japanese, and they were starting to give us a real bad time."[26] Gordon "fixed all that for us for a huge commission" according to Bushnell.[26] Atari sold Atari Japan to Namco for $500,000, through which Namco would be the exclusive distributor of Atari's games in Japan.[23] Bushnell has claimed that deals arranged by Gordon saved Atari.[27] Gordon further suggested that Atari merge Kee Games into Atari in September 1974, just ahead of the release of Tank in November 1974. Tank was a success in the arcade, and Atari was able to reestablish its financial stability by the end of the year.[23][28] In the merger, Joe Keenan was kept on as president of Atari while Bushnell stayed at CEO.[25]

Having avoided bankruptcy, Atari continued to expand on its arcade game offerings in 1975. The additional financial stability also allowed Atari to pursue new product ideas. One of these was the idea of a home version of Pong, a concept they had first considered as early as 1973. The cost of integrated circuits to support a home version had fallen enough to be suitable for a home console by 1974, and initial design work on console began in earnest in late 1974 by Alcorn, Harold Lee and Bob Brown. Atari struggled to find a distributor for the console but eventually arranged a deal with Sears to make 150,000 units by the end of 1975 for the holiday season. Atari was able to meet Sears' order with additional $900,000 investments during 1975. The home Pong console (branded as Sears Tele-Game) was high-demand product that season, and established Atari with a viable home console division in addition to their arcade division.[23] By 1976, Atari began releasing home Pong consoles, including Pong variants, under their own brand name.[29] The success of home Pong drew a similar range of competitors to this market, including Coleco with their Telstar series of consoles.[23]

The third version of the Atari Video Computer System sold from 1980 to 1982

In 1975, Bushnell started an effort to produce a flexible video game console that was capable of playing all four of Atari's then-current games. Bushnell was concerned that arcade games took about $250,000 to develop and had about a 10% chance of being successful. Similarly, dedicated home consoles had cost about $100,000 to design but with increased competition, had a limited practical shelf-life of a few months. Instead, a programmable console with swappable games would be far more lucrative.[23] Development took place at Cyan Engineering, which initially had serious difficulties trying to produce such a machine. However, in early 1976, MOS Technology released the first inexpensive microprocessor, the 6502, which had sufficient performance for Atari's needs.[23] Atari hired Joe Decuir and Jay Miner to develop the hardware and custom Television Interface Adaptor for this new console.[23] Their project, under the codename of "Stella", would become the Atari Video Computer System (Atari VCS).

Workplace culture

Atari, as a private company under Bushnell, gained a reputation for relaxed employee policies in areas such as formal hours and dress codes, and company-sponsored recreational activities involving alcohol, marijuana, and hot tubs.[23] Board and management meetings to discuss new ideas moved from formal events at hotel meeting rooms to more casual gatherings at Bushnell's home, Cyan Engineering, and a coastal resort in Pajaro Dunes.[23][30] Dress codes were considered atypical for a professional setting, with most working in jeans and tee shirts.[30] Many of the workers hired early on to construct games were hippies who knew enough to help to solder components together and took minimal wages.[23] Several former employees, speaking in years that followed, described this as the common culture of the 1970s and not unique to Atari.[31][32]

This approach changed in 1978 after Ray Kassar was brought on from Warner initially to help with marketing but eventually took on a larger role in the company, displacing Bushnell and Keenan, and instituting more formal employee policies for the company.[33]

As a subsidiary of Warner Communications

Under Nolan Bushnell (1976–1978)

Ahead of entering the home console market, Atari recognized they needed additional capital to support this market, and though they had acquired smaller investments through 1975, they needed a larger infusion of funds.[18] Bushnell had considered going public, then tried to sell the company to MCA and Disney but they passed. Instead, after at least six months of negotiations in 1976, Atari took an acquisition offer from Warner Communications for $28 million that was completed in November 1976, of which Bushnell received $15 million. Bushnell was kept as chairman and CEO while Keenan was retained as president.[23][34] For Warner, the deal represented an opportunity to buoy their underperforming film and music business divisions.[30] Along with Warner's purchase, Atari had established its new headquarters in the Moffett Park area in Sunnyvale, California.[18]

Atari Video Music

During Atari's negotiations with Warner, Fairchild Camera and Instrument announced the Fairchild Channel F. The Channel F was the first programmable home console that used cartridges to play different games.[35] Following Warner's acquisition, they provided $120 million into Stella's development, allowing Atari to complete the console by early 1977.[23] Its announcement on June 4, 1977, may have been delayed until after June 1, 1977, to wait out the terms of the Magnavox settlement from the earlier Pong patent lawsuit so they would not have to disclose information on it.[18] The Atari VCS was released in September 1977.[23] Most of the launch titles for the console were games based on Atari's successful arcade games, such as Combat that incorporated elements of both Tank and Jet Fighter.[23] The company made around 400,000 Atari VCS units for the 1977 holiday season, most which were sold but the company had lost around $25 million due to production problems that caused some units to be delivered late to retailers.[33]

In addition to the VCS, Atari continued to manufacture dedicated home console units through 1977 though discontinued these by 1978 and destroyed their unsold stock.[23] Another one-off device from the consumer products division released in 1977 was Atari Video Music, a computerized device that takes an audio input and creates graphics displays to a monitor. The unit did not sell well and was discontinued in 1978.[23]

Atari continued its arcade game line as it built up its consumer division. Breakout in 1976 was one of Atari's last games based on transistor–transistor logic (TTL) discrete logic design before the company transitioned to microprocessors. It was engineered by Steve Wozniak based on Bushnell's concept of a single-player Pong, and using as few TTL chips as possible from an informal challenge given to Wozniak by Atari employee Steve Jobs.[23] Breakout was successful, selling around 11,000 units, and Atari still struggled to meet demand. Atari exported a limited number of units to Namco via its prior Atari Japan venture, and led Namco to create its own clone of the game to meet demand in Japan, and helped to establish Namco as a major company in the Japanese video game industry. Subsequently, Atari moved to microprocessors for its arcade games such as Cops ‘N Robbers, Sprint 2, Tank 8, and Night Driver.[23]

The Chuck E. Cheese franchise was first developed by Bushnell at Atari in 1977.

Alongside continuing work in arcade game development and their preparations to launch the Atari VCS, Atari launched two more products in 1977. The first was their Atari Pinball division, which included Steve Ritchie and Eugene Jarvis.[36] Around 1976, Atari had been concerned that arcade operators were getting nervous on the prospects of future arcade games, and thus launched their own pinball machines to accompany their arcade games. Atari's pinball machines were built following the technology principles they had learned from arcade and home console games, using solid-state electronics over electro-mechanical components to make them easier to design and repair. The division released about ten different pinball units between 1977 and 1979. Many of the machines were considered to be innovative for their time but were difficult to produce and meet distributors' demand.[23] The second new venture in 1977 was the first of the Pizza Time Theatre (later known as Chuck E. Cheese), based on the pizza arcade concept that Bushnell had from the start. At this stage, the concept also allowed Atari to bypass problems with getting their arcade games placed into arcades by effectively controlling the arcade itself, while also creating a family-friendly environment. The first restaurant/arcade launched in San Jose, California, in May 1977.[23]

Atari hired in more programmers after releasing the VCS to start a second wave of games for release in 1978. In contrast to the launch titles that were inspired by Atari's arcade games, the second batch of games released in 1978 were more novel ideas including some based on board games, and were more difficult to sell.[33] Warner's Manny Gerard, who oversaw Atari, brought in Ray Kassar, formerly a vice president at Burlington Industries, to help market Atari's products. Kassar was hired in February 1978 as president of the Atari consumer division.[33] Kassar helped to develop a commercialization strategy for these games through 1978, and oversaw the creation of a new marketing campaign featuring multiple celebrities unified under the slogan "Don't Watch TV Tonight, Play It", and bringing in celebrities to help advertise these games. Kassar also instituted programs to increase production of the VCS and improve quality assurance of the console and games. As they approached the end of 1978, Atari had prepared 800,000 VCS units, but sales were languishing ahead of the holiday sales period.[33]

Kassar's influence on Atari grew throughout 1978, leading to conflict between Bushnell and Warner Communications. Among other concerns about the direction Kassar was taking the company, Bushnell cautioned Warner that they needed to continue to innovate on the home console and could not simply release games for the VCS indefinitely like a music business.[33] In a November 1978 meeting with Warner Communications, Bushnell said to Gerard that they had produced far too many VCS units to be sold that season and Atari's consumer division would suffer a major loss. However, Kassar's marketing plan, alongside the influence of the arcade hit Space Invaders from Taito, led to a large surge in VCS sales, and Atari's consumer division ended the year with $200 million in sales.[33] Warner removed Bushnell as chairman and co-CEO of the company, but offered to let him stay on as a director and creative consultant. Bushnell refused and left the company. Bushnell purchased the rights for Pizza Time Theatre for $500,000 from Warner before leaving.[33] Keenan was moved to Atari's chairman and Kassar assigned as president after Bushnell's departure; Keenan left the company a few months later to join Bushnell in managing Pizza Time Theatre, and Kassar was promoted to CEO and chairman of Atari.[33][37]

Under Ray Kassar (1979–1982)

With Bushnell's departure, Kassar implemented significant changes in the workplace culture in early 1979 to make it more professional, and cancelled several of the engineering programs that Bushnell had established. Kassar also had expressed some frustration with the programmers at Atari, and was known to have called them "spoiled brats" and "prima donnas" at times.[33]

The changes in management style led to rising tensions from the game developers at Atari who had been used to freedom in developing their titles. One example was Superman in 1979, one of the first movie tie-ins that had been sought by Warner to accompany the release of the 1978 film. Warner, through Kassar, had pressured Warren Robinett to convert his game-in-progress Adventure from a generic adventure game to the Superman-themed title. Robinett refused, but did help fellow programmer John Dunn to make the conversion after he volunteered.[33] Further, after Warner refused to include programmer credits into game manuals over concern that competitors may try to hire them away, Robinett secretly stuck his name into Adventure in one of the first known Easter eggs as to bypass this issue.[33] The transition from Bushnell to Kassar led to a large number of departures from the company over the next few years.[37] Four of Atari's programmers—David Crane, Bob Whitehead, Larry Kaplan, and Alan Miller—whose games had contributed collectively to over 60% of the company's game sales in 1978, left Atari in mid-1979 after requesting and being denied additional compensation for their performance, and formed Activision in October of that year to make their own Atari VCS games based on their knowledge of the console.[33] Similarly, Rob Fulop, who programmed the arcade conversion of Missile Command for the VCS in 1981 that sold over 2.5 million units, received only a minimal bonus that year, and left with other disgruntled Atari programmers to form Imagic in 1981.[33]

Beginning in 1979, the Atari coin-operated games division started releasing cabinets incorporating vector graphics displays after the success of the Cinematronics game Space Wars in 1977–78. Their first vector graphics game, Lunar Lander, was a modest success, but their second arcade title, Asteroids, was highly popular, displacing Space Invaders as the most popular game in the United States.[33] Atari produced over 70,000 Asteroids cabinets, and made an estimated $150 million from sales.[38] Asteroids along with Space Invaders helped to usher in the golden age of arcade video games that lasted until around 1983; Atari contributed several more games that were considered part of this golden age, including Missile Command, Centipede, and Tempest.[39][40]

The Atari 400 was released in 1979.

A project to design a successor to the VCS started as soon as the system shipped in mid-1977. The original development team, including Meyer, Miner and Decuir, estimated the VCS had a lifespan of about three years, and decided to build the most powerful machine they could given that time frame. They set a goal to be able to support 1978-vintage arcade games, as well as features of the upcoming personal computer such as the Apple II.[33] The project resulted in the first home computers from Atari, the Atari 800 and Atari 400, both launched in 1979. These computer systems were mostly closed systems, and most of the initial games were developed by Atari, drawing from programmers from the VCS line.[33] Sales into early 1980 were poor and there was little to distinguish the computer line from the current console products. In March 1980, the company released Star Raiders, a space combat game developed by Doug Neubauer based on Star Trek game that had been popular on mainframe computers. Star Raiders became the Atari 400/800 system seller, but quickly emphasized the lack of software for the computers due to the system's closed nature and the limited rate that Atari's programmers could produce titles.[33] Third-party programmers found means to get technical information about the computer specifications either directly from Atari employees or from reverse engineering, and by late 1980, third-party applications and games began to emerge for the 8-bit computer family, and the specialized magazine ANALOG Computing was established for Atari computer programmers to share programming information. While Atari did not formally release development information, they supported this external community by launching the Atari Program Exchange (APX) in 1981, a mail-order service that programmers could offer their applications and games to other users of Atari's 8-bit computers.[33] By this point, Atari's computers were facing new competition from the VIC-20.[33]

A short-lived Atari Electronics division was created to make electronic games that ran from 1979 to 1981. They successfully released one product, a handheld version of Atari's arcade Touch Me game, which played similar to Simon, in 1979. The division began work on Cosmos, a system that was to combine LED lights and a holographic screen. Atari had promoted the game at the 1981 CES, but following Alcorn's departure in 1981, opted not to follow through on making it and closed down the Electronics division.[33][41]

Moving into 1980, the VCS still lacked a system-selling game. After Space Invaders had hit arcades in 1979, Warner instructed Kassar to try to get the rights to an arcade conversion for the game from Taito, while prototype work had already been started on a possible game by Rick Maurer on his own. Once Kassar has secured the rights, Maurer was able to take his work to a form for the VCS, and Space Invaders for the VCS was released in March 1980. The game became the VCS's "killer app", helping to sell the console alongside the game, and made Atari an estimated $100 million. It also set a roadmap for future game releases on the VCS under Kassar, with more scheduled release plans throughout the year and looking for more licensed arcade conversions and tie-in media.[33]

Until 1980, the Atari VCS was the only major programmable console on the market and Atari the only supplier for its games, but that year is when Atari began to experience its first major competition as Mattel Electronics brought the Intellivision to market.[15] Activision also released its first set of third-party games for the Atari VCS.[33] Atari took action against Activision starting 1980, first by trying to tarnish the company's reputation, then by taking legal action accusing the four programmers of stealing trade secrets and violating non-disclosure agreements. This lawsuit was eventually settled out of court in 1982, with Activision agreeing to pay a small license fee to Atari for every game sold. This effectively validated Activision's development model and made them the first third-party developer in the industry.[42][43]

In 1980, Namco produced the arcade game Pac-Man, and it reached the United States market by the end of the year. Pac-Man soon became a nationwide success, surpassing the popularity of Asteroids and creating a wave of "Pac-Mania".[44] Atari was able to secure an exclusive deal with Namco to be able to convert Pac-Man to home arcade systems, starting with the Atari VCS version.[45] Atari's management believed that the game would be a sure-fire hit in the same manner as Space Invaders.[46] However, little attention was devoted to the game itself which was being developed solely by Tod Frye. While Frye was able to get a version of Pac-Man on the VCS within the system's limitations, the resulting game was critically panned for many technical issues such as excessive flickering of the on-screen characters.[45] Pac-Man was released in March 1982, with Atari running several promotions to increase sales. It sold over seven million units and ultimately was the best-selling VCS game, bringing in over $200 million. However, because of the poor technical implementation, Pac-Man caused consumers to become more cautious on rushing to purchase new games in the future, and tarnished Atari's image given that the company was trying to compete against low-quality third-party titles that were starting to flood the market.[46]

Atari discovered in 1981 that General Computer Corporation (GCC) had developed hardware that could be installed onto arcade games to give operators additional options to modify the game, such as their Super Missile Attack board that modified Atari's Missile Command. Atari initially filed suit to stop GCC's products but as they learned more about their products, recognized that GCC had talented engineers, as one of their other products, a modification board for Pac-Man was sold back to Midway and eventually became the basis of Ms. Pac-Man. Atari settled with GCC out of court and brought the company on in a consulting position. GCC developed arcade and VCS games for Atari, and also programmed most of the games for the upcoming Atari 5200 system.[33]

Atari launched its second major programmable console, the Atari 5200, in late 1982. The unit was based on the same design features that had gone into the Atari 800 and Atari 400 computers, but repackaged as a home console. Alongside the 5200's release, Atari announced it was rebranding the Atari VCS as the Atari 2600 to create a more consist product naming system.[47] The Atari 5200 did not do well on the market as it lacked backward compatibility with Atari VCS/2600 cartridges, a feature offered by the Colecovision. The Atari 5200 only sold about one million units before it was discontinued in 1984.[47]

By the end of 1982, Atari had hired 4,000 additional employees for a total of 10,000 across its three divisions of arcade games, consumer home consoles, and home computers. The company had more than fifty facilities in the Silicon Valley area. For the first nine months of 1982, Atari contributed half of Warner's $2.9 billion revenue and one-third of their $471 million operating profit.[48] However, at the same time, the company was seeing a high rate of turnover in management positions, which Kassar attributed to the rapid growth of the company.[48] As an industry, the video game market reached about $1.7 billion in 1982 and was expected to reach $3 billion in 1984, rivalling revenues of the film industry, and making the video game industry an overall lucrative prospect.[49]

The video game crash of 1983

To try to remain competitive against Mattel's Intellivision, Atari requested all of its distributors to commit to orders for home console games in 1982 in October 1981, as to allow Atari to anticipate production numbers and meet the expected demand. Distributors expected Atari's games to do well and ordered in large volumes, placing more orders than expected given Atari's past failures to meet demand.[50][48] By the middle of 1982, a new home console marketplace had appeared, which one distributor called "a totally different business".[48] In addition to Mattel, Coleco had introduced the Colecovision, which shipped in August 1982 with an arcade conversion of the popular Donkey Kong as a pack-in game and add-ons that could play Atari 2600 games.[50] Further, Activision, Imagic, and other third-party game developers like Parker Brothers had started releasing Atari 2600 titles that rivaled Atari's own games, reducing Atari's market share of games to 40%.[48][51] Distributors started to cancel the Atari orders they had placed the prior year, which Gerard said they were "blind-sided" by, having never faced this type of competition before.[50][48]

Additionally around October 1981, Atari looked to other licensed properties for games. They secured the rights for Raiders of the Lost Ark in late 1981 shortly after the release of the blockbuster film that was released earlier that year.[52] Similarly, after the film E.T. the Extra-Terrestrial was released in June 1982, Atari was able to quickly negotiate a license, estimated to have cost Atari $20−25 million, to make a video game based on the film, which was programmed by Howard Scott Warshaw over a period of five weeks to be able to produce the game for the 1982 holiday seasons.[53] Raiders and E.T. were released in November and December 1982, respectively. As distributors had already cancelled orders, these and other games started to stockpile in Atari's warehouses without any sellers.[50] Neither game sold as much as Atari had expected;[48] notably, E.T. was critically panned and later became known as one of the worst games ever made, though it sold 2.6 million copies in 1982, in 1983 suffered massive returns making it a financial failure.[54]

In December 1982, Warner Communications announced that it was expecting significant decline in investor earnings of about 40% for the fourth quarter of the year mostly as a result of slower game cartridge sales from Atari.[48] Warner still remained confident that overall it would see a 10 to 15% growth through 1982, which it considered fair given the current recession.[48] However, earlier in 1982, Warner had expected a 50% growth and using Atari's profits to help support Warner's other media industries,[55][56] and analysts were less confident in Warner's current outlook; one asked "Why did it happen so quickly? And why were they not in tune with it while it was building?"[48] Later that month, Warner announced that Kassar along with one other Atari executive had sold numerous shares of Warner stock prior to the investor announcement and were engaged with insider trading.[57] The Securities and Exchange Commission (SEC) investigated Kassar's sale and in September 1983, fined Kassar about $81,000.[58] Kassar signed a consent agreement neither admitting nor denying the charges.[59]

Atari's financial troubles continued into the first quarter of 1983, with an operating loss of $45.6 million compared to an operating profit of $100 million in the same quarter in 1982.[60] Atari was still struggling with excess inventory of its Atari 2600 games,[60][61][62] and the Atari 5200 had not been as successful as the 2600.[63] The golden age of the arcade was waning, and the arcade division was failing to turn a profit.[60] Further, Atari's venture into home computers was not as successful, as they were losing a price war with Commodore International.[64]

Atari had gained a poor reputation in the industry. One dealer told InfoWorld in early 1984 that "It has totally ruined my business ... Atari has ruined all the independents." A non-Atari executive stated: "There were so many screaming, shouting, threatening dialogues, it's unbelievable that any company in America could conduct itself the way Atari conducted itself. Atari used threats, intimidation and bullying. It's incredible that anything could be accomplished. Many people left Atari. There was incredible belittling and humiliation of people. We'll never do business with them again."[65] Stating that "Atari has never made a dime in microcomputers", John J. Anderson wrote in early 1984, "Many of the people I spoke to at Atari between 1980 and 1983 had little or no idea what the products they were selling were all about, or who if anyone would care. In one case, we were fed mis- and disinformation on a frighteningly regular basis, from a highly-placed someone supposedly in charge of all publicity concerning the computer systems. And chilling as the individual happenstance was, it seems to have been endemic at Atari at the time."[63]

Despite losses, Atari remained the number one console maker in every market except Japan. Nintendo, a Japanese video game company, planned to release its first programmable video game console, the Family Computer (later redesigned and branded as the Nintendo Entertainment System) in Japan in July 1983. Looking to sell the console in international markets that same year, Nintendo offered a licensing deal whereby Atari would build and sell the system, paying Nintendo a royalty. The deal was in the works throughout 1983,[66] and the two companies tentatively decided to sign the agreement at the June 1983 CES. However, Coleco demonstrated its new Adam computer with Nintendo's Donkey Kong. Kassar was furious, as Atari owned the rights to publish Donkey Kong for computers, which he accused Nintendo of violating. Nintendo, in turn, criticized Coleco, which only owned the console rights to the game.[67] Coleco had legal grounds to challenge the claim though since Atari had only purchased the floppy disk rights to the game, while the Adam version was cartridge-based.[68] Negotiations became protracted after Kassar's departure in mid-1983, and with any deal unlikely to be realized before year-end sales, Nintendo dropped out. Instead, Nintendo worked through their Nintendo of America subsidiary to release the system on their own in 1985.[69][70]

In 1983, the company set up a partnership with MCA Videogames, a division of MCA Inc. to set up a joint venture Studio Games, whereas the venture gave them access to properties handled by MCA's sister studio Universal Pictures.[71]

Kassar eventually resigned as CEO of Atari in July 1983 over mounting financial losses, and Warner replaced him with James J. Morgan, a vice president from Philip Morris Inc.[60] Stating "one company can't have seven presidents", Morgan stated a goal of more closely integrating the company's divisions to end "the fiefdoms and the politics and all the things that caused the problems".[72] Morgan implemented processes to reduce operating costs at Atari, including laying off about 3,000 jobs and moving 4,000 more manufacturing positions to Asia.[73][56]

Excavation of the Atari video game burial in 2014

Atari's financial problems continued throughout the rest of 1983, with second quarter losses of $310 million.[74] The company discreetly buried more 700,000[citation needed] units of its unsold stock in a landfill near Alamogordo, New Mexico, in September 1983, though this had become an urban legend that millions of unsold cartridges were buried there.[75][76]

Atari's problems reverberated across the entire video game industry in the United States as consumer confidence in video games had weakened significantly, contributing significantly to the video game crash of 1983.[77] Retailers became wary of selling video games, making it difficult for console and video game manufacturers to sell their products.[62] Further, the rising popularity of home computers drove sales away from game consoles.[15] To clear stock as to make way to new games, retailers also heavily discounted consoles and games which also hurt these companies financially. Many of the new companies that had sprung up to take advantage of the rising growth of video games prior to 1983 shut down, liquidating their assets and further contributing to the excess unsold stock.[15] Established companies like Atari faced difficulty in selling their products against these volumes, which further contributed to their losses.[15] By the end of 1983, Atari reported a total loss for the year of $538 million, compared to the $1.7 billion operating profit in 1982.[56][15]

Despite its financial issues, Atari continued to innovate. In March 1983, it established an Ataritel division to develop telephones with screens and computer features with consumer-ready products to reach market by 1984.[78] In October 1983, Atari created its Atarisoft division, producing software from its own library to work on its rival systems including for computers from Commodore, Apple, Texas Instruments, and IBM, as well as console games for Colecovision.[79] GCC, inspired by the Atari 2600 add-ons available for the Colecovision and for the Atari 5200, start working on the design of a new console, one that would be more advanced than the 2600 but would support direct compatibility with Atari 2600 games. Their project resulted in the Atari 7800 ProSystem, which had been announced in early 1984. Morgan had shut down the Atari 5200 production towards Atari 7800 manufacturing for its mid-1984 release, but with Warner's sale of the company in June 1984, the launch was cancelled. The Atari 7800 was later introduced under the Atari Corporation branding in May 1986.[70]

Breakup and sale (1984)

By the end of 1983, Warner's stock price slid from $60 to $20, and the company began searching for a buyer for Atari.[56] When Texas Instruments exited the home-computer market in November 1983 because of the price war with Commodore, many believed that Atari would be next.[65][64] Its Atarisoft games for rival computers sold well,[80] and a rumor stated that Atari planned to discontinue hardware and only sell software.[63] Morgan stated that he expected to bring the company back to profitability by mid-1984, though warned he was expecting more losses for the first six months of the year.[81]

On July 3, 1984, in a surprise announcement, Warner announced that they had sold off the consumer products division of Atari, which included the console and computer production, game development, and Atarisoft divisions, to former Commodore International CEO Jack Tramiel in exchange for taking on roughly $240 million in debt held by Warner. Tramiel merged these assets into his own Tramel Technology Limited, which he renamed Atari Corporation. In the transition, Morgan was given "a leave of several months", with Tramiel's son Sam Tramiel and other of his aides already taking leadership of the company. Warner renamed Atari, Inc. to Atari Games, which now primarily consisted of the coin-operated games, arcade operations, and Ataritel divisions.[56] Ataritel was sold to Mitsubishi later in 1984; Mitsubishi released one of the first digital videophones based on Atari's original designs under the brand Lumaphone by 1986.[82]

Under Tramiel, the Atari Corporation initially focused heavily on home computers before it revisited game consoles, including a revised design of the Atari 2600, the Atari 2600 Jr., but eventually dropped out of the hardware market by 1996 following the failure of the Atari Jaguar console.[56][15] In 1998 the Atari Corporation properties were acquired by Hasbro Interactive, which was subsequently sold to Infogrames in 2001, with Infogrames rebranding itself as Atari SA and holding most of the intellectual property rights to the console games developed by Atari, Inc.

Warner sold a majority stake in Atari Games to Namco in 1985 while retaining a 40% share. Namco later lost interest in operating Atari Games and sold 33% of its shares to a group of employees led by then-president Hideyuki Nakajima in 1986. As the company was now split between three entities, Warner (40%), Namco (40%), and the employees (20%), and none of them held a controlling share, Atari Games effectively became an independent company.[83] The company re-entered home console publishing as well, but unable to use the Atari name in the home market as the rights were held by Atari Corporation, they created a subsidiary called Tengen for console publishing. In 1994, Time Warner, as the company had become known following its merger with Time Inc., bought out Namco's share of the company, placing it under their new Time Warner Interactive label. After only two years, it was sold again to WMS Industries in 1996, and made part of Midway Games when that company was spun off as an independent company in 1998 as the Midway Games West studio. The studio was disbanded in 2003, marking the end of continuous operations of the last remaining part of the original Atari. The Atari Games library was retained by Midway until 2009, when amidst financial troubles, the company was sold to Warner Bros. Interactive Entertainment.

Products

Hardware products

Arcade and other amusement games

Software

Atari's software is organized by platform:

See also

References

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Further reading