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Ed Averett

From Wikipedia, the free encyclopedia
American video game designer

Edward B. Averett (born 1948) is an American video game designer, programmer, and electrical engineer from Chattanooga, Tennessee. A former employee of Intel, he developed 25 games for the Magnavox Odyssey2 as a freelance developer from 1979 to 1982, more than half of the system's library in North America. He designed and programmed K.C. Munchkin , which was the subject of a landmark court case in video game copyright law. He is also the current owner of the K.C. Munchkin character. Other notable works include K.C.'s Krazy Chase! , Pick Axe Pete! , Quest for the Rings , and Attack of the Timelord! .

Biography

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Early life

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Averett was born in 1948.[1] In 1970, he earned a Bachelors of Science in electrical engineering from the University of Tennessee, Knoxville. He received a Master's degree in electrical engineering from the same university a year later.[2] There he also met his wife, Linda, who went on to work as an operating systems developer for Hewlett-Packard and is now a corporate vice president at Microsoft.[2] The two of them met in a sophomore calculus class and got engaged outside of their college residence hall.[2]

Career

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By 1977, Averett was a sales representative at Intel, assisting in the development of the Intel 8244 graphics chip that was planned for use in the upcoming Magnavox Odyssey2.[3] Following a case of writers block from the game development team at Magnavox, he offered to develop games for the system to keep the Odyssey2 project from shutting down.[4] According to Averett, he believed he could make more money for Intel selling games rather than selling the chips themselves.[4] He quit his job at Intel and offered to be paid for new Odyssey2 games in royalties as a freelance developer.[5] Ed, with assistance from his wife Linda, designed and programmed almost all of the games developed for the Odyssey2 between 1979 and 1982, 25 in total.[6]

Following the success of Pac-Man , Magnavox commissioned Averett to produce a similar game for the Odyssey2.[4] He created K.C. Munchkin , a similar feeling maze game released in 1981.[7] K.C. Munchkin sold more copies in its first two months than all of the previous Odyssey2 games combined.[8] This success prompted Philips, Magnavox's parent company, to investment more money into their video game projects.[7] In collaboration with Steve Lehner and Rob Bradford, Averett also created the Master Strategy series, starting with Quest for the Rings in 1981,[9] three video game/board game hybrids released for the Odyssey2 which were considered highly innovative by contemporary critics.[10] [11]

Atari lawsuit

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In 1982, Atari Inc., who had licensed the home console rights to Pac-Man from Namco, sued Philips over K.C. Munchkin citing copyright infringement.[12] In the ensuing court case, Averett testified to only having played Pac-Man a couple times before starting on development.[13] Philips won the initial motion but lost on appeal, setting a landmark ruling in video game copyright law.[12] K.C. Munchkin was ultimately pulled from store shelves.[14]

In response to the ruling, Averett developed a K.C. Munchkin sequel titled K.C.'s Krazy Chase released in 1982.[4] He later stated he created the game because "K.C. was my character and I wanted it on record that it was not Pac-Man."[7]

Retirement

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Averett left the video game industry in early 1983. In later interviews, he said he decided to leave due to early warning signs of the 1983 video game crash and a desire to spend more time with his kids (aged four and six at the time).[4] One of the last games Averett developed for the Odyssey2 was Attack of the Timelord .[15] Following the crash, he went on to write educational software for aquariums, schools, and other facilities.[4]

By 2017, Averett had created a follow-up game featuring K.C. Munchkin titled K.C. Returns! released for Windows 8 platforms.[16] As of 2025, the games webpage is defunct and the app is no longer available through the Microsoft Store.

Design process

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Averett claims that most of the games he designed were pitched to him by Magnavox vice president Mike Staup. Often he was simply given a demographic to hit, such as "boys" or "moms", and would flesh out a design from there.[4] Averett coded all of his games in assembly and programmed all of the graphics in binary by hand. The smaller games on 2 KB cartridges took about two months of development and the larger 4 KB games took about four months. It took an additional two to six months for games to arrive on store shelves. Each game shared about 60% of it's code base from one game to the next.[4]

Programming work was also shared with Ed's wife Linda. During development he would hit certain technical problems and ask Linda to give them a shot.[17] According to Linda, she programmed player and enemy movement logic. She said, "It was fun, and it gave me my first real exposure to consumers using computerlike products."[2] According to Ed, "I'd then say it needed to be tweaked and that it would be more fun to do it a certain way and she'd be ready to kill me."[17] Eventually, Ed says he did most of the programming on his own.[17]

Selected works

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Year Game title Collaborators
1979 Alpine Skiing! [1]
1979 Hockey! / Soccer! [1]
1979 Invaders from Hyperspace! [1]
1979 I've Got Your Number! [1]
1979 Showdown in 2100 A.D. [1]
1979 Take the Money and Run! w/ Linda Everett[18]
1979 War of Nerves! [1]
1980 Alien Invaders - Plus! w/ Linda Everett[18]
1980 Blockout! / Breakdown! [1]
1980 Casino Slot Machine! [1]
1980 Electronic Table Soccer! [1]
1980 Pachinko! [1]
1980 Pocket Billiards! [1]
1980 Volleyball! [1]
1981 K.C. Munchkin! [4]
1981 Monkeyshines! [19]
1981 Quest for the Rings w/ Steve Lehner[20]
1981 UFO! w/ Linda Everett[18]
1982 Attack of the Timelord! w/ Linda Everett[15]
1982 Conquest of the World w/ Steve Lehner[20]
1982 Freedom Fighters! [21]
1982 The Great Wall Street Fortune Hunt w/ Steve Lehner[20]
1982 K.C.'s Krazy Chase [22]
1982 Pick Axe Pete! [23]

References

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Footnotes

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Sources

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Game manuals and materials

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