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Demon Attack
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==Development== Prior to working on ''Demon Attack'', [[Rob Fulop]] worked at [[Atari, Inc.|Atari]] developing sound effects for pinball machines as a summer job while studying electrical engineering at the [[University of California]].{{sfn|Drury|2007|pp=78-79}} Fulop's later projects included adaptations of arcade games such as ''[[Night Driver (video game)|Night Driver]]'' and ''[[Missile Command]]'' for the [[Atari 2600]] and ''[[Space Invaders]]'' for the [[Atari 8-bit computers]].{{sfn|Drury|2007|pp=78-79}} He said that he expected a strong Christmas bonus from Atari based on how well ''Space Invaders'' had done commercially, but he only received a voucher for a free turkey dinner. Fulop then left Atari, and upon seeing how well [[Activision]] has been doing, he co-founded the company [[Imagic]] on July 17, 1981.{{sfn|Drury|2007|p=79}}{{sfn|Crookes|2016|p=51}} Fulop said that "I was angry at Atari and wanted to make something so good, they'd cry when they saw it. A lot of the best work is motivated by a desire to show someone what they've missed out on".{{sfn|Drury|2007|p=79}} This led to him designing ''Demon Attack''.{{sfn|Drury|2007|p=79}} He said the game was modeled after ''[[Galaxian]]''.{{sfn|Donovan|2011}} The game took nine months to create.{{sfn|Crookes|2016|p=51}} ''Demon Attack'' was the second original game Fulop had begun developing, as he had also worked on an original game at Atari that was never completed.{{sfn|Paleotronic|2018|p=62|ref=Paleotronic}} The first complete version of ''Demon Attack'' just had one pattern of enemies repeated endlessly. Fulop focused on creating more motions for the enemies to give them more of an organic movement pattern.{{sfn|Paleotronic|2018|p=62|ref=Paleotronic}} It was the first game he developed that had a graphic artist, Michael Becker, who created eight-phase animation for the demons.{{sfn|Packwood|2022|pp=32-33}} Fulop later said that "I had to fight to keep the game in the lab for the last month, my mistake in finishing everything before polishing the motion - marketing was eager to ship it - I insisted on holding it back. It got quite heated".{{sfn|Paleotronic|2018|p=62|ref=Paleotronic}} Fulop only created the original game for the Atari 2600 and consulted on the [[Intellivision]] adaptation.{{sfn|Drury|2007|p=82}} Pat Ransil of Imagic said that the Atari 2600's hardware permitted smooth and easy movement across the screen horizontally, so Fulop designed the enemy demons to move on a mostly horizontal plane. Gary Kato designed the Intellivision version of the game, which allowed the demons to move in any direction, as the system allowed for that in an easier way.{{sfn|Sullivan|1983|p=55}} Kato's version of ''Demon Attack'' features a final boss and less colorful enemies than the Atari 2600 version, but featured other visual elements such as displaying the Moon's surface and having Earth in the background.{{sfn|Weiss|2014|p=63}} Kato said he could not make the game look like the Atari version on the Intellivision, and credited Becker, who he described as Imagic's "head art guy", for creating the look of the boss enemy Pandemonium. Kato said "when my eyes saw this, my mouth was hanging open, as soon as people started coming into work, I rushed back down and said...I have to have this in the game!"{{sfn|Weiss|2014|p=63}}{{sfn|Imagic|1982b|ref=manualInt}} Kato concluded that if any art looked good in the game, it was created by Becker, while anything that did not look strong was his own.{{sfn|Weiss|2014|p=63}} Fulop has said he worked closely with David Johnson on the Atari Computer version of the game, but that he generally just wrote three-page documents for the other versions on how the algorithms of his code worked. There was no shared code for the later ports.{{sfn|The Video Game Update includes Computer Entertainer|1983|p=40|ref=VGUInterview}}{{sfn|Packwood|2022|pp=34-35}} Johnson would also code the [[Magnavox Odyssey 2]] version of the game.<ref>{{cite book|title= Demon Attack: Instructions|id=700075-2 Rev. B.|year=1983|publisher=Imagic|quote=Programme de jeu concu par Dave Johnson}}</ref> A similar mother ship appears in the [[Commodore 64]] version of the game.{{sfn|Packwood|2022|p=35}}
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