worked for
a living," one of the pack admits. "For me," says
another, "a tough day is trying to find those two little bugs
in my game, so I spend hours playing it. Sometime, of course, you
have to spend hours pushing a pencil. And for most people here,
pushing a pencil is the most aggravating thing they could do."
Other labs are springing to life
now, as more programmers and engineers say hello to their computers
and ask what is on their simulated minds. Pushing open a door,
I step into an unearthly greenhouse sprouting wires that climb
the walls like clematis vines. An engineer who looks more like
the gardener in faded jeans and boots is hunched almost into
a video tube, his shirttails mentally flying as the computer
bests him. Suddenly he pounds the control panel with his fists. "We
stress-test all our games pretty thoroughly before they leave
here," he announces wryly.
Across the lab, a programmer in blue
bib overalls is scratching a bird's nest of hair and swearing
at his computer. On a shelf in front of him, a little vehicle
has just gone haywire on the graphics display monitor. He types
out a new instruction, pushes a control button, and watches intently. "It
disappeared!" he sputters. "I know I didn't blow it
up, so something else blew up! Like the program!"
The gardener comes over to commiserate. "Is
it breaking down?" he asks. "It hasn't become sane
yet!" the programmer moans. "I have yet to convince
it to speak anything that's even a semblance of reality!"
One door down, things are working
better. A wavy-haired woman in rosy velour and jeans spins a
control ball with long slender fingers to move images around |
the screen.
Dona may go down in the annals of computer science as the programmer
who turned animations of centipedes and spiders into objects of
female fantasy. "I'm convinced my game is a woman's game,"she
says, with a soft Arkansas laugh. "It's a nice game. It's
very straightforward."
Like Dave, who yearned to work for
Atari from the moment he saw the original Pong game in a bar,
Dona was drawn to Atari by playing games in an arcade. She was
working at General Motors' Delco plant in Santa Barbara, programming
a microprocessor to govern such things as idle speed, spark advance
and cruise control in the 1981 Cadillac. But GM's assembly-line
approach to programming was frustrating ("Sometimes even
two programmers is one too many") and the days were dull. "At
GM, you could whisper if you had to, but don't talk and for God's
sake, don't laugh," she says.
So she escaped to a nearby arcade
at lunchtime, out of boredom: "I knew about the Silicon
Valley, everybody talked about it, but I read somewhere about
Atari being up here and it just dawned on me: 'They make these
games. What they do every day is what I do every day, but look
what they get out of it. I get Cadillacs and they get these!' "
What is it about these games? When
Asteroids was still in the lab, on its way to becoming Atari's
most popular game ever, Lyle was the force who helped make it
work. "I was also," he admits, "the original Asteroids
junkie. By junkie I mean I would go into the lab after work at
five or six in the evening and start playing Asteroids, and when
I would finally snap out |