Retro Gamer

“Fuck The Press. Pac-man was very, very credible. The Things Just The Press doesn’t like were The Fact That it was The First”

- Tod Frye

invented the idea of a meaning and created a definition of what an adaptation was. There is a direct connection between 2600 Pac-man and arcade Pac-man, and I was influenced by arcade Pac-man when I made mine.” Details like colour fidelity and maze design might seem like obvious decisions in retrospect, but Tod is adamant that those pioneering days left zero road maps for game developmen­t. “Not only did I get to be a case study,” he says, “but I got to help make the rules, to help find out in that back and forth, which is only done through whole product developmen­t cycles.”

It’s also probable that the marketing hype behind the game heightened anticipati­on to unreasonab­le levels – which led to a rubber band reception when the game didn’t perfectly align with expectatio­ns.

During Tod’s developmen­t of Pac-man, Atari initiated a program of profit sharing (“incentive compensati­on bonus”) to prevent senior game programmer­s from leaving and becoming competitor­s – as in the case of third-party developer Activision. This reward system wasn’t instituted until after Pac-man was completed, but it was lifechangi­ng for Tod. The agreement would award him $0.10 for every Pac-man game sold. After its wild success, Tod was suddenly very rich, eventually earning more than $1.3 million in incentives.

The financial windfall was both liberating and overstimul­ating. “It was overwhelmi­ng. It’s like winning the lottery,” he said. “I was a little defiant, and I was a little out of touch. You don’t deal with that as a 26-year-old. It was a lot of marijuana and cocaine. It completely changed my life.” Tod struggled with this wealth. “In those three years I went from a salary of $19,000 a year to a $320,000 royalty check. It did bend my brain, and it did honestly put my life in danger. But I survived. There are things I would do differentl­y if I could have.”

He taped a photocopy of his first royalty check – $320,000 – to a public bulletin board at Atari HQ. “I have no idea why I did that,” he says. “I really don’t. It was a long time ago. It sounds like something I shouldn’t have done. Fuck if I know. I was only 26.”

Tod bought 15 vintage guitars, new suits, two Alfa Romeos, a ranch in New Mexico and more. With the pressure release valve of such success, more of Tod’s blunt intelligen­ce came out, and to some colleagues, it seemed like arrogance. Did that resentment go both ways? “Some people viewed me as a genius and some saw me as a clown,” Tod explained in a 1997 documentar­y. The license plate of his new Alfa Romeo Spider read ‘PACMAN’.

By 1985, most of the money was gone. Bad advice and poor choices drained him financiall­y. “I was on a downward spiral,” he said. “It was too much money, too fast. It was more power than responsibi­lity, and it broke me.”

Some reviewers claim that 2600 Pac-man’s critical failure started a landslide that began Atari’s downfall. While Pac-man might have forced game buyers to look more cautiously at new releases, its negative impact has been overblown. “They say, ‘Pac-man and E.T. ruined a whole business!’” Todd laughs, “If I had that kind of power, I would productise it and retire! It’s foolishnes­s. A lot of times people want a story – not even a particular­ly believable story. But they want a story.”

Yet he does realise that now, 37 years later, with an impressive software engineerin­g career working on everything from videogames to solar power and AI – he’ll always be known for Pac-man.

“Pac-man was such a big part of my biography that I’m going to be living with it for the rest of my life,” he says. “I feel different ways about that. The amount of critical scorn it’s gotten and the swarms of tribal fanboys pissing all over it are not an ego booster. It actually is a self-esteem challenge. Some people want to say ‘Pac-man sucked!’ and I gave them that opportunit­y.” After Pac-man and the Swordquest series, Tod continued making games, both for the Atari 2600 and other later-generation consoles. But creating Pac-man for the Atari 2600 is an experience that will never leave him. It was more than just another project. Its cultural significan­ce, popularity and reception made a lasting mark. “In some way,” he said, “who I am touched all those tens of millions of people.”

In the final analysis, 2600 Pac-man deserves a place in videogame history. Tod managed to capture the game’s essence in hardware that was nearly 100 times lesser than its arcade predecesso­r. “I have regrets,” he concludes. “But fundamenta­lly, I’m proud. They tell me it’s a waste of time to defend Pac-man. I’ve got time to waste.”

 ??  ?? » [Atari 2600] Tod Frye believes empathy makes a good game designer, “Being able to project what it will feel like to play that game if you’re someone else.”
» [Atari 2600] Tod Frye believes empathy makes a good game designer, “Being able to project what it will feel like to play that game if you’re someone else.”
 ??  ?? © Tim Lapetino
© Tim Lapetino
 ??  ?? » [Atari 2600] Atari’s 2600 version of Ms Pac-man benefitted from critical hindsight and a larger 8K memory limit to faithfully adapt the arcade game.
» [Atari 2600] Atari’s 2600 version of Ms Pac-man benefitted from critical hindsight and a larger 8K memory limit to faithfully adapt the arcade game.

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