On his first day of work, he was instructed to observe a competitors version of a golf video game and duplicate it for Atari.
Using the difficulty switch on the Atari, the "B" position indicates an easier mode with the cup being larger and the ball stopping at the edge of the rough.
If it hits a water hazard, it will be returned to the fairway closest to where it entered and the player will receive an extra stroke penalty.
[4] After discussing with George Simcock, the manager of Atari 2600 software engineers, Lorenzen said he knew the machine well enough that he made his own development system for the console.
[5] Simcock met with David Crane, Al Miller, Larry Kaplan and Bob Whitehead and joined the team at Atari three months later in 1979.
[6] On Lorenzen's first day, he was told to go to the address of a store where he could play a competitors game in a lobby.
At the time of development, there were only a few other golf-themed games on the market, such as the Apple II's text-based Pro Golf 1.
"[8] Other issues involved a bug that made the ball in the game vanish between the fairway and green.
[8] Upon the release of Space Invaders in early 1980 for the Atari 2600, it became an instant hit for the company, earning them over $100 million.
[15] Hendricks had moved to the San Francisco Bay Area showing his portfolio and meeting with Jim Kelly of Atari.
He joined the company in 1977 and worked in the coin-op division creating art for arcade cabinets.
[8] Hendricks met with developers to implement features of the games in their work and most projects like Golf were relatively straightforward.
[7] Between 1984 and 1985, Atari Corporation[b] would sell filing cabinets filled with game source code, production documents and marketing diagrams.