4/11/2023 0 Comments Ms pac man arcade gameLiving and working in close but comfortable quarters in the relative isolation of a house up a wooded hill in Wayland, the young crew set out to implement its planned improvements to Pac-Man. Doug was married, but he was there pretty much all the time. Golson: I remember times where I’d come downstairs in my bathrobe, but that’s what we did. The other guys, they’d come down at like 10 or 11 in their pajamas, go have breakfast, then see how I was doing. Horowitz: I would just come in, park myself at my emulator, and start coding. Steve Golson at a TRS-80 Model II computer during Super Missile Attack’s development. The problem became if a game lasted longer than three minutes, the quarter count would go down, or if it wasn’t being played 17 hours a day because people didn’t like it as much, and were not standing in line to play it, the quarters went down. If you do the math on that, that’s one quarter every three minutes on 17 hours a day. Macrae: When we first got them, our Missile Command games on the MIT campus were pulling in roughly $600 a week. And their thinking gravitated to Atari’s Missile Command, one of the most popular games of the early 1980s. So they did what any clever MIT student would do in that situation: confront the problem with mathematical precision. As arcade operators themselves, they had a direct financial stake in making the games more interesting. Macrae and Curran’s arcade route–a series of machines they owned and operated both for their own profit and for the benefit of students–quickly expanded to three dorms, but they soon had trouble with declining revenues as people began to master the games. Kevin Curran (left) and Doug Macrae during the development of Super Missile Command Steve Golson is in the background at the computer.
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