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Atari Football

Trade those pads in for pixels and get ready to hit the gridiron. Each player
controls a football team represented by Xs or Os, and uses a keypad to select
offensive and defensive maneuvers - and the trakball to tear across the turf as
fast as the player can move it. Additional quarters buy additional playing time
(each quarter gets two minutes of play). Whoever has the highest score at the
end of the game is the winner; later four-player variations sported additional
trakballs so the offensive player could control his team's quarterback and
another could control the receiver for passing plays, while there were now two
independent players on the defensive team.
(Atari, 1978)

The only serious rival for Space
Invaders' arcade affection in 1978, Atari's Football almost beat
those crafty aliens to the punch by a couple of years. Designer Steve Bristow,
one of the original Atari engineers, was working on a football project called
Xs and Os as early as 1974, but wound up setting it aside when he was
assigned to work on Atari's first big post-Pong
hit, Tank, in the Kee Games skunkworks (see here for more information). Bristow also
created the revolutionary trakball control, which Football was the
first game in the world to use. Dave Stubben later stepped in and completed
the game, and during the 1978-79 football season, Atari's Football took
in as much money as or, depending on the location, more than Space
Invaders. The game was also cleverly marketed as a two-piece unit: for
arcades or other locations where having the controls and monitor at standing
height was desired, an additional "riser" - basically a sturdy
weighted stand with no electronics inside - could be used to prop the main
cabinet up by about a foot. For bars or other locations where having players
seated was more appropriate, the riser could be left off and the game would rest
at a comfortable sitting height.
It's somewhat hard to imagine the road that led from Atari's Football
- one of the most abstract representations of the sport ever to appear,
literally using text characters to show the players' positions - to modern,
realistic TV-coverage-style games like Madden 2004. Space games can
still get away with black backgrounds and abstract constructs because, well,
they're set in space. But it is perhaps by tracing the evolution of
sports games that one gets an idea of how far video games have come. When you
go from Xs and Os to a 3-D polygonal Brett Favre who looks like Brett
Favre, all in the space of 30 years, you begin to get an idea not only of how
far we've come, but on which side of the gameplay vs. graphics debate the
greater emphasis has been placed.
Rating:
Four quarters - mostly a compelling and addictive game, but you could lose
a goddamned finger to that trakball.
Reviewed by Earl Green
theLogBook.com editor/webmaster

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