Picture yourself as Darth Vader flying your Goddamer Condor through
one of the Death Star trenches--then you are attacked by the rebel
Luke Skywalker or... ride a bike with Elliott and his gang of friends
helping E.T. go home or... or... or... or...
In 1982, Atari realized the potential for this type of physical
controller and went to work on "Project Puffer," a mission to create
a home exercycle with two hand grip controllers, a wheel speed
pickup, and the necessary attachment for an Atari computer or 5200.
By interfacing their machines to an exercise bicycle, Atari planned
to make exercising fun.
The Puffer featured hand controllers which easily attached to most
existing exercise cycles and gave the conscientious user directional
control. The act of peddling was to give the imaginary vehicle
motion and the rider exercise. Therefore, no peddling--no motion.
For the overzealous cyclist, a pulse rate sensor could be added to
monitor excessive heart beat activity.
The two hand controllers replaced the original hand grips on the
exercycle. The Puffer controllers were designed to fit as many of
the current exercycles as possible while at the same time remaining
inexpensive and durable. A magnet attached to the wheel monitored
the wheel speed and a Hall effect sensor detected the passing magnet
which can be read by the computer to calculate the wheel speed. The
housing for the sensor was also the junction box for the hand
controller cables and the computer cable. The computer required only
one cable to be connected to a joystick input.
From internal documents that we have obtained, it appears that
the Puffer was conceived in mid-1982 as a new and desirable market
for Atari to enter. In a hectic, few short months, a prototype was
brought to the operation for showing to the Warner Board of
Directors, at Monterey, in late September, 1983.
Atari subsequently studied and developed hand controllers from a
medical considation, operator convenience, and cost effectiveness
point of view. Their engineers developed a minimal hardware
solution to the problem of interfacing the wheel speed to the
computer to keep the cost low and this also served as a junction for
all cables. Atari's total hardware cost for the home attachment
unit was found to be $15.
Three new programs were developed to show Puffer's capabilities in
particular applications, and one more was modified to show its
limitations. The games were Jungle River Cruise (originally called
"Riverboat"), Tumbleweeds, Pole Position, and Ms.Pac-Man, all for the
5200 and 400/800 (a 2600 game appears to have never been developed).
Although the "Puffer" was treading into seemingly hitherto uncharted
waters, the concept was not new. Suncom had introduced the Aerobics
Controller for the 2600, and several other outfits were launching
publicity campaigns in an effort to grab the attention of the public
and create a market for exercise/gaming hybrids that they were
planning to release. However, none of the aformentioned devices
created a dent in the market. Therefore, with the Puffer, Atari
sought to create a whole new software market tailored to exercise
bikes and other exercise aerobic games.
From observing corporate documents, it was apparent that Atari did
not see the Puffer as merely a "niche" product. With the Puffer,
they felt that a growing and sufficient interest in health fitness
in the early 1980s could be a new door for them to venture into both
a "new market place" and a "new market class". With the Puffer,
Atari believed they had a great chance to associate video games with
a healthy 1980s image as well as breathing new excitement to video
games. In addition, the target market audience were believed to be
68% females and 84% of potential purchasers being 25+ years in age.
By introducing video games to a whole new demographic, they were
effectively planning on creating an entirely new market for
videogames. What a concept!
Atari's planned market entry strategy was as follows:
- Get to the professional exercise market, professional sports
personalities, schools, colleges, and universities.
- Shortly afterwards or maybe at the same time, introduce an arcade/
public coin-op version for sale through Atari's regular distribution.
- When the concept is established, introduce a home version which
plugs into a 5200, 400/800 and VCS 2600.
Just as Atari was ready for production of the Puffer and its
compatible software programs, the project was put in the back burner
as Atari began to lose an incredible amount of money in the
marketplace. The Puffer was resurrected in early 1984, and Atari
planned to agressively market and sell the Puffer in the summer of
1984, with a full-scale marketing campaign that was to coincide with
the Los Angeles 1984 Olympics.
However, the purchase of Atari by Sam Tramiel in the Spring of 1984
brought an end to the ambitious product, as the new regime under
the Tramiels sought to identify Atari as a professional home computer
company.
- AGH'S ATARI PROJECT PUFFER PAGE -
- Establish the concept and position it as a healthy and fun-filled
game playing exercycle.
In order to reach a wide spectrum of consumers, Atari planned on
producing three Puffer models - the Pro Model, an Arcade Model and a
Home Model.
- Overview (September, 1983)
- Puffer - 5200 Version (pic 1)
- Puffer - 5200 Version (pic 2)
- Puffer - Atari Computers (picture)
- Puffer Concept
- Exercise Consumer Purchase Data
- Timeline
- Puffer Ideas
- Puffer Ideas (continued)
- Puffer Ideas 2
- Medical Study on Controllers
- Interoffice Memo 1
- Interoffice Memo 2
- Interoffice Memo 3
- Interoffice Memo 4
- Interoffice Memo 5
- Interoffice Memo 5 (continued)
- Interoffice Memo 6
- Interoffice Memo 7
- Interoffice Memo 8
- Interoffice Memo 9
- Overview 1
- Overview (continued)
- Overview (continued)
- Overview (continued)
- Marketing Data 1
- Marketing Data 2
- Overview 1
- Overview (continued)
- Overview (continued)
- Marketing Data 1
- Marketing Data 2
- Marketing Data 3
- Marketing Data 4