By the late 1970s, video games had already learned how to simulate tennis, racing, gunfights, tanks, and space combat. American football presented a different problem. A convincing football game needed more than a ball moving between two paddles or a car following a road. It needed teams, formations, plays, tackles, passing, possession, field position, and enough movement on the screen to create the sense that something resembling a real football game was taking place.
Atari had wanted to solve that problem for years.
When Atari Football finally reached arcades in the fall of 1978, the result looked remarkably simple. Offensive players appeared as O’s. Defensive players appeared as X’s. The graphics were black and white, and only part of the football field could be seen at once. Yet underneath that stripped-down appearance was one of Atari’s most ambitious sports games of the decade.
Players selected plays in secret, rolled large trackballs with as much speed as their arms could manage, chased one another across a scrolling field, and sometimes drew crowds around the cabinet while they played. Within months, Football had become one of Atari’s most successful arcade releases and one of the highest-earning video games in the country.
A Football Game Waiting for the Technology
The idea behind Atari Football existed before Atari possessed an economical way to build it.
Mike Albaugh, one of the programmers who worked on the project, later recalled that Steve Bristow and Lyle Rains had been interested in creating a football game before he arrived at Atari. The difficulty was not imagining football on a screen. The difficulty was making enough independent players move at once.
Early arcade video games often relied on dedicated circuitry for individual moving objects. That approach became increasingly cumbersome when designers wanted more vehicles, people, enemies, or other objects moving simultaneously. Atari’s experiments with games such as Sprint and the Cyan Engineering project Tank 8 helped point toward systems that could share circuitry among several objects rather than dedicating a separate collection of hardware to each one.
Rains developed ideas from those experiments, and engineer Dave Stubben used them in what became known as MOC-16, short for Motion Object Control for sixteen objects. According to Albaugh, the technology was originally intended for Football and became influential well beyond that single project.
The new hardware made a football field filled with X’s and O’s practical in a way that an earlier Atari design might not have been.
Albaugh remembered several internal names for the project. At one stage it was called Monster Man Football. Warner Communications also explored an arrangement involving the National Football League, leading to the temporary internal name NFL Football. When that agreement did not materialize, the simpler Atari Football name remained.
X’s and O’s Come to Life
Atari did not attempt to make its football players look like miniature athletes. Instead, the company borrowed one of the most familiar visual languages in American sports.
The offense consisted of O’s. The defense consisted of X’s.
It was essentially a coach’s chalkboard brought to life.
Contemporary Play Meter coverage described two seven-man teams displayed in this fashion. Before each snap, both competitors secretly selected a play. The offensive player could choose from four options, while the defender chose a corresponding defensive formation. Atari’s own descriptions identified the offensive choices as Sweep, Keeper, Bomb, and Down & Out.
Once the ball was snapped, the human player did not directly control every member of the team. On offense, the trackball controlled the player carrying the ball. On defense, the player controlled the middle linebacker, distinguished from the other defenders by his appearance on screen. The computer handled the remaining players as they carried out the selected formation.
This created two different layers of competition. Before the snap, players tried to predict what the other person was going to call. After the snap, the contest became physical as each competitor rolled the trackball to maneuver his controlled player.
The scoring system also compressed some of football’s normal rules. A passing touchdown was worth six points, while a running touchdown awarded seven. Rather than stopping the action for a conventional extra-point attempt, the game effectively incorporated the difference into the touchdown itself.
For a black-and-white video game filled with letters and lines, there was a surprising amount of strategy involved.
The Trackball Changes the Game
Nothing defined Atari Football more than its trackball.
Instead of moving a joystick in one of several fixed directions, a player could roll the ball in virtually any direction and vary the speed by physically spinning it faster or slower. The relationship between the player’s motion and the action on the screen was immediate. A desperate sprint downfield could require an equally desperate attack on the controller.
Albaugh later said he considered the physical nature of the control essential to the game. Nolan Bushnell believed joysticks could do the job and worried about the expense of trackballs. Albaugh disagreed strongly enough that he recalled threatening to leave the project if Atari replaced them with joysticks. With only a small group working full time on Football, Atari eventually gave him his way.
Mechanical engineer Jerry Lichac developed an economical three-point suspension system for Atari’s Trak-Ball. Albaugh later argued that the basic arrangement became widespread in mechanical computer mice, though Lichac did not patent the design.
That does not mean Atari invented the trackball arcade game.
This distinction matters because Atari Football is sometimes described as the first arcade video game controlled with a trackball. Sega’s own historical archive documents its soccer game World Cup as operating in March 1978, months before Atari Football, and specifically identifies the game as using a trackball to move players in all directions. Albaugh himself remembered seeing a Japanese soccer game with a trackball while Atari was developing its own controller.
The more defensible historical claim is also the more interesting one. Atari Football helped popularize the trackball in American arcades and demonstrated how well the controller could work in a fast competitive game.
A Football Field Larger Than the Screen
The trackball was only half of Football‘s technological trick.
A complete football field could not fit comfortably on the display while leaving enough room for players to move. Atari therefore presented the screen as a window onto a larger field.
When the action traveled up or down the field, the yard lines and field markings moved with it.
David Stubben’s later patent for Atari’s scrolling-display technology describes a game explicitly called “FOOTBALL.” In the patent diagrams, offensive players are O’s, defensive players are X’s, and the display shows only a selected portion of a larger playing field extending between the two goal lines. As the action moved, Atari’s circuitry shifted the visible section of that larger field.
Today scrolling screens are so common that the effect hardly attracts attention. In 1978, however, moving through a playing area larger than the physical display helped make the football field feel like a place rather than a static arena.
It also allowed Atari to translate one of football’s most important ideas into video game form: territory.
The players were not simply trying to score. They were moving the line of action across a field, fighting for yards as the screen followed them.
A Cabinet Built for Competition
Atari gave Football a cabinet almost as distinctive as its controller.
Rather than placing both players shoulder to shoulder in front of a conventional upright machine, the cabinet positioned the opponents at opposite ends. Contemporary trade reporting described it as a semi-cocktail design that could be adjusted for either standing or seated play.
The arrangement encouraged direct competition. Players could look across the machine at each other while choosing plays and fighting over possession.
Albaugh later recalled practical thinking behind the cabinet design as well. The sloped control surfaces made it harder for someone to place a drink where it could spill into the electronics. Drain holes and internal barriers offered additional protection from the hazards of arcade life.
Early production machines also looked slightly different from many surviving examples. Albaugh remembered the first several hundred cabinets using a green monitor overlay and brown, marbled trackballs before black trackballs became standard.
These details mattered because Football was not merely software running inside an interchangeable box. Its physical cabinet, control system, screen orientation, and competitive positioning were all parts of the game.
Atari Football Reaches the Arcade Floor
By the end of 1978, the amusement industry was paying attention.
Atari promoted the game heavily at the AMOA trade show. The company’s own Atari Coin Connection reported continuous competition on the machine and described the crowds around it as evidence of its attraction.
Independent reporting from Play Meter tells a similar story with less reason to exaggerate Atari’s success. The magazine called the arrival of football video games something of a surprise and reported that operators greeted them enthusiastically. Atari’s booth was packed as the company demonstrated Football to amusement operators.
The game also contained a feature arcade operators could appreciate financially. Instead of every quarter necessarily beginning a completely separate match, Atari allowed additional coins to add time to the game. Operators could configure the machine for several time intervals, and a warning near the end encouraged players to insert another coin if they wanted the competition to continue.
The design was clever. A close game could make players reluctant to walk away, particularly with an opponent standing directly across from them.
Play Meter was not subtle about the commercial possibilities, describing the add-a-coin system as something that could consume plenty of quarters.
Chasing Space Invaders
Atari Football arrived at an extraordinary moment in arcade history.
Taito’s Space Invaders, distributed in the United States by Midway, was transforming the video game business and helping draw large numbers of players into arcades. Competing with it was difficult for almost any machine.
Yet Football did remarkably well.
In Play Meter‘s June 1979 subscriber survey of arcade operators, Space Invaders ranked first among video games with 380 points. Atari Football finished second with 244 points, comfortably ahead of Space Wars, Star Fire, Sprint II, and the rest of the surveyed field.
The magazine’s annual operator survey later told essentially the same story. Space Invaders finished as the top-earning video game of 1979, while Football again ranked second.
Later histories and surviving Atari production information place the number of two-player machines manufactured at more than ten thousand, a substantial total for an arcade game of the period. Mike Albaugh’s own recollection was somewhat higher, which is one reason contemporary production records are safer than memory when giving an exact total.
Whatever precise figure is used, the operator surveys leave little doubt about the larger point. Atari Football was not simply an interesting experiment with an unusual controller. It was a major commercial arcade game.
When Johnny Unitas Played Atari Football
Atari quickly recognized that Football had something many video games lacked: spectators could understand what was happening.
Someone unfamiliar with a space shooter might need to watch for a while before understanding its rules. Football fans already knew what touchdowns, passes, tackles, interceptions, and field position meant.
Atari encouraged operators to exploit that familiarity.
One especially unusual promotion took place in Baltimore. Former Baltimore Colts players Johnny Unitas and Bob Boyd competed against one another on Atari Football at the Baby Doe Mining Company restaurant. Atari’s newsletter reported that television cameras filmed the contest for the local Evening Magazine program and television news. Boyd eventually emerged as the winner of the video football matchup.
Atari also encouraged organized tournaments.
A surviving 1979 Atari Coin Connection page reproduces material from a competition at Funtown Arcade in Seaside Park. Entrants registered, played scheduled games, and competed for trophies and prizes. Atari later recommended that operators organize weekly games, playoffs, standings, announcers, and local “Superbowl” championship events while sending press releases to newspapers and other media.
These tournaments were created to promote arcade revenue rather than establish a professional competitive gaming industry. Still, they are an interesting piece of early competitive video game history. Players were registering for organized events, following schedules, entering playoffs, competing for prizes, and being watched by spectators decades before the word esports became common.
From Football to Atari Sports
The success of Football encouraged Atari to build around the Trak-Ball.
By June 1979, the company was promoting Football, Baseball, and Basketball together as part of an “Atari Sports” line. Atari’s advertising emphasized the Trak-Ball as the element that distinguished the games by giving players greater control over the action.
That same year brought a larger variation on the original idea.
Atari 4 Player Football allowed two people to play on each team. On offense, players could separately control the quarterback and wide receiver. On defense, they could control two defensive backs. Atari also expanded the selection of plays and added kicking, allowing the game to represent more of the sport than the original two-player machine.
The four-player model never eclipsed the original, but its existence showed how quickly Atari tried to expand a successful concept.
The Trak-Ball itself had a much longer future. Atari later used trackball controls in several other arcade games, and the basic idea became inseparable from titles such as Missile Command and Centipede. What had seemed too expensive and unconventional when Football was being designed became one of the company’s most recognizable control methods.
What Survives in the Atari Archives
Unlike many early arcade games whose development histories survive mostly through recollections and scattered machines, Atari Football left an unusually substantial documentary trail.
The Brian Sutton-Smith Library and Archives of Play at The Strong preserves the Atari Coin-Op Division corporate records, a collection totaling roughly 600 linear feet. The archive contains game development material, marketing records, technical documentation, cabinet drawings, schematics, photographs, and other surviving evidence from Atari’s coin-operated business.
The finding aid specifically identifies Atari Football assembly drawings from 1979, monitor overlay drawings, harness assembly drawings from 1978, schematic drawings from 1978 and 1979, four-player technical drawings, and original published sell sheets.
Those records matter because arcade history can easily become dependent on nostalgia. Memories of crowded arcades and sore hands are valuable, but engineering drawings, operator magazines, company newsletters, manuals, patents, and production records allow the story to be reconstructed from evidence created when the machines were actually being built and played.
For Atari Football, unusually, both kinds of history survive.
Why Atari Football Matters
Judged only by screenshots, Atari Football can look primitive.
There are no detailed athletes, stadium cameras, licensed teams, commentary crews, weather effects, playbooks containing hundreds of formations, or statistical simulations of real players. The football players are letters.
Yet reducing the game to its graphics misses what made it important.
Atari found a way to make an enormously complicated team sport understandable on late-1970s arcade hardware. The company turned coaching diagrams into moving players, used a scrolling display to create a field larger than the screen, and placed a large mechanical trackball under each player’s hands so running on the screen felt like something the person at the cabinet physically had to produce.
The result was competitive enough to attract spectators, accessible enough for football fans to understand, and profitable enough to stand directly behind Space Invaders in major operator surveys.
It did not invent the trackball. Sega’s World Cup provides clear evidence that the controller had already appeared in an arcade video game earlier in 1978. What Atari Football did was demonstrate how powerful the trackball could be when the physical movement of the player became part of the personality of the game itself.
That influence is harder to capture in a screenshot than an X or an O.
It survives in the frantic spin of a Centipede trackball, the desperate sweep of a hand across Missile Command, the physical controls that distinguished the best arcade cabinets from home machines, and the idea that watching two skilled players battle across an arcade cabinet could be entertaining in its own right.
In 1978, Atari Football made a chalkboard move. In doing so, it helped show that an arcade sports game could demand strategy, reflexes, physical effort, and an audience all at once.
Sources & Further Reading
Atari, Inc. Atari Football. Sales flyer. 1978. International Arcade Museum. https://flyers.arcade-museum.com/videogames/show/381
Atari, Inc. Football: Operation, Maintenance and Service Manual, Complete with Illustrated Parts Catalog. 1978. https://manuals.plus/m/180aea772200c4159516e8ec26f176f5b16b4d2b23f56f06f75afb64d512d35b
Atari, Inc. “Score the Winning TD with Atari Football.” Atari Coin Connection 2, no. 10 (November–December 1978): 1. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Atari-Coin-Connection/1978-November-December-2-10/1
Atari, Inc. “Technical Tips” and “Promotion Ideas.” Atari Coin Connection 2, no. 10 (November–December 1978): 2. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Atari-Coin-Connection/1978-November-December-2-10/1
Atari, Inc. “Atari Football (Continued).” Atari Coin Connection 2, no. 10 (November–December 1978): 4. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/classic/Atari-Coin-Connection/1978-November-December-2-10/4
“Football Games.” Play Meter 4, no. 23 (December 15, 1978): 16–17. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Play-Meter/1978-December-15/16
“Goal Line Stand.” Play Meter 4, no. 23 (December 15, 1978): 64. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Play-Meter/1978-December-15/64
Atari, Inc. “Football Stars.” Atari Coin Connection 3, no. 2 (February 1979): 1. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Atari-Coin-Connection/1979-February-3-02/1
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“Play Meter Equipment Poll.” Play Meter 5, no. 11 (June 15, 1979): 43–46. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Play-Meter/1979-June-15/43
Atari, Inc. Atari 4 Player Football. Sales flyer. 1979. International Arcade Museum. https://flyers.arcade-museum.com/videogames/show/1371
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Atari, Inc. “1979 Industry Surveys Report Atari Games Score Top Overall Earnings Honors.” Atari Coin Connection 4, no. 1 (January 1980): 1. International Arcade Museum eLibrary. https://elibrary.arcade-museum.com/Atari-Coin-Connection/1980-January-4-01/1
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Atari, Inc. “Atari Football Harness Assembly Drawings.” Box 37, Folder 34. 1978. Atari Coin-Op Division Corporate Records, Brian Sutton-Smith Library and Archives of Play, The Strong National Museum of Play. https://www.museumofplay.org/app/uploads/2021/09/Finding-Aid-to-the-Atari-Coin-Op-Division-corporate-records_030719.pdf
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