Absolute Entertainment
Absolute Entertainment was an American video game publisher and developer based in New Jersey, founded on August 19, 1986, by former Activision programmers Garry Kitchen, Dan Kitchen, Alex DeMeo, and John Van Ryzin, with David Crane joining shortly thereafter.[1][2][3] The company, named to appear alphabetically before competitors like Activision, initially focused on titles for the Atari 2600 and expanded to platforms including the Nintendo Entertainment System (NES), Game Boy, Sega Game Gear, Mega Drive, and Sega CD through its in-house development studio, Imagineering, which it merged with in 1992.[1][3] Absolute Entertainment gained prominence in the late 1980s and early 1990s for publishing innovative games such as A Boy and His Blob: Trouble on Blobolonia (NES, 1989), Star Trek: The Next Generation (NES, 1993), and Pete Rose Baseball (Atari 2600, 1988), often emphasizing unique gameplay mechanics and licensed properties.[2][1] In 1993, it acquired assets from Extreme Entertainment Group to bolster its portfolio.[2] However, declining sales in the mid-1990s contributed to its financial struggles, culminating in Chapter 7 bankruptcy and cessation of operations in November 1995, after which key staff transitioned to Skyworks Technologies.[1][2][3] Over its nine-year run, the company released approximately 41 titles, according to MobyGames, leaving a legacy in 8-bit and 16-bit era gaming despite its relatively short lifespan.[1]History
Founding
Absolute Entertainment, Inc. was incorporated on August 19, 1986, in Glen Rock, New Jersey.[2] The company emerged as an independent video game publisher and developer during the mid-1980s resurgence of the industry following the 1983 crash.[1] The firm was founded by Garry Kitchen, a primary figure and former developer at Activision; his brother Dan Kitchen, a programmer; as well as Alex DeMeo and John Van Ryzin. David Crane, who had co-founded Activision and served as a key designer there, joined the company in 1988.[4][5] These individuals, drawing from their prior experience at Activision's East Coast Design Center, left the company to establish their own venture, aiming to gain greater creative and business autonomy in game production and distribution.[2] A notable aspect of the company's branding was the deliberate selection of its name, "Absolute Entertainment," to ensure it appeared alphabetically ahead of "Activision" in industry credits, catalogs, and listings—a tactical choice echoing Activision's own earlier strategies against competitors like Atari.[1] From the outset, Absolute Entertainment concentrated on publishing titles for 8-bit home consoles, including the Atari 2600 and Nintendo Entertainment System (NES), while the founders contributed to some in-house development efforts to build a diverse portfolio.[3] This focus positioned the company to capitalize on the growing market for cartridge-based games in the late 1980s.[1]Early years
Absolute Entertainment operated primarily as a publisher of third-party licensed ports and in-house developed titles, targeting 8-bit systems such as the Atari 2600, Atari 7800, Nintendo Entertainment System (NES), and later the Game Boy. Founded in 1986 by former Activision programmers including Garry Kitchen, the company leveraged their prior experience in console game design to establish a multi-platform publishing strategy focused on quality arcade-style conversions and original content. David Crane joined in 1988 and contributed to key projects. Their first releases appeared in 1987, with titles like Title Match Pro Wrestling for the Atari 2600 marking the company's entry into the market and quickly building a reputation for solid 8-bit games amid the ongoing recovery from the 1983 video game crash.[1][2][6][4] Key early deals centered on licensing agreements for popular arcade ports, such as Crossbow: The Legend of William Tell from Exidy, which Absolute adapted for the NES in 1989, alongside original titles contributed by founders like David Crane's A Boy and His Blob: Trouble on Blobolonia for the NES in 1989. These arrangements allowed Absolute to secure rights from established arcade developers and expand their portfolio without solely relying on external studios, emphasizing faithful recreations that appealed to both arcade enthusiasts and home console users. By securing international distribution deals, such as with Jaleco for A Boy and His Blob in Japan, the company began to penetrate global markets early on.[7][8] From a small team of ex-Activision talent, Absolute grew to manage releases across multiple platforms by the late 1980s, achieving financial stability through successful ports like Pete Rose Baseball for the Atari 2600 in 1988, which capitalized on licensed sports properties to drive sales. This expansion enabled the company to handle an increasing volume of titles, transitioning from Atari-centric output to broader NES support by 1989, while maintaining a lean operation that prioritized efficient development cycles. Hit releases provided the revenue needed to scale operations without significant external funding.[9][7][2] The late 1980s presented challenges from intense competition in the recovering console market, dominated by Nintendo's strict third-party licensing policies and the rising popularity of the NES, which pressured smaller publishers like Absolute to adapt quickly to new hardware standards. Atari's declining market share further complicated distribution for early titles, requiring strategic shifts toward Nintendo platforms to remain viable. Despite these hurdles, Absolute's focus on quality ensured steady growth through 1991.[1][2]Acquisition of Imagineering
Imagineering Inc. was founded on February 26, 1986, in Glen Rock, New Jersey, by former Activision programmers including Garry Kitchen, Dan Kitchen, Alex DeMeo, and John Van Ryzin, establishing it as a dedicated video game development studio. The company specialized in creating games for the Nintendo Entertainment System (NES) and Game Boy, with notable titles such as A Boy and His Blob: Trouble on Blobolonia and Super Battletank: War in the Gulf. As a sister company to Absolute Entertainment, Imagineering maintained close collaborations with the publisher from its inception, handling development for many of Absolute's NES and handheld releases while also working with other clients like THQ and Activision.[10] On July 1, 1992, Absolute Entertainment fully absorbed Imagineering through a merger, integrating the studio as its in-house development arm and eliminating the separate entity.[10] This structural change consolidated operations under Absolute's New Jersey headquarters, allowing seamless coordination between publishing and development teams without the need for external contracts.[2] The merger had a profound strategic impact on Absolute, enabling tighter control over its development pipeline and reducing reliance on third-party studios amid the industry's shift from 8-bit to 16-bit hardware.[2] Prior to the integration, joint announcements like the January 1992 reveal of SNES titles such as David Crane's Amazing Tennis highlighted the benefits of their partnership, but the merger formalized Absolute's ability to prioritize internal resources for next-generation consoles including the Super Nintendo Entertainment System and Sega Genesis.[11] Key personnel from Imagineering, including lead programmer David Crane—who had joined Absolute in 1988 and contributed to Activision hits like Pitfall!—were integrated into Absolute's expanded New Jersey team, bolstering the company's technical expertise in puzzle-platform and action genres.[2][4] This infusion of talent supported ongoing projects and new initiatives, with Imagineering staff comprising a significant portion of Absolute's development workforce post-merger. The outcomes of the acquisition were evident in Absolute's accelerated production of 16-bit titles, such as ports of R.C. Grand Prix and original developments like The Rescue of Princess Blobette for Game Boy, solidifying the company's evolution from a licensing-focused publisher to a vertically integrated entity capable of handling full-cycle game creation.[2][10] This shift positioned Absolute to compete more effectively in the evolving console market during the early 1990s.[2]Closure
By the mid-1990s, Absolute Entertainment encountered severe financial challenges that precipitated its dissolution. The company reported a net loss exceeding $1.78 million for the six months ended June 30, 1995, amid delinquent securities filings starting from the period ended September 30, 1995.[12] Contributing factors included declining sales during the 16-bit console era, where several titles received negative reviews and underperformed commercially, exacerbating financial strain from elevated development costs after the 1992 acquisition of Imagineering, which expanded in-house production capabilities.[13] Additionally, the company's inability to pivot swiftly to the burgeoning 3D gaming paradigm—marked by the launches of the PlayStation and Nintendo 64—left it ill-positioned in a rapidly evolving market.[2] Operations wound down throughout 1995, leading to the official disbandment via Chapter 7 bankruptcy filing on January 2, 1996.[14] As part of the bankruptcy process, intellectual properties, remaining contracts, and other assets were sold off, with no subsequent revival efforts by the original stakeholders.[2] In the aftermath, key founders such as Garry Kitchen transitioned to new opportunities, co-founding Skyworks Technologies alongside David Crane in November 1995 to continue in the interactive entertainment space.[2] This closure signified the termination of Absolute Entertainment's independent operations after nearly a decade, emblematic of the broader industry consolidation as publishers navigated the shift from 8- and 16-bit systems to more advanced hardware.[13]Games
Published titles
Absolute Entertainment's published titles from 1988 to 1991 primarily targeted 8-bit consoles, emphasizing arcade ports, flight simulations, and licensed sports games that leveraged the company's connections from its founders' Activision backgrounds. These releases highlighted publishing successes in securing arcade conversions like Kung-Fu Master and movie-inspired tie-ins, contributing to a portfolio of approximately 15 titles that expanded the company's reach in the North American market without relying on a full in-house development team post its early formation.[15] Several titles featured key contributions from founders, such as David Crane's design on A Boy and His Blob: Trouble on Blobolonia.[16] The following table lists the published titles chronologically by initial release year, including primary platforms and developer credits where distinct from Absolute Entertainment itself.| Year | Title | Platforms | Developer |
|---|---|---|---|
| 1988 | F-18 Hornet | Commodore 64, Atari 7800 | Absolute Entertainment |
| 1988 | Pete Rose Baseball | Atari 2600, Atari 7800 | Absolute Entertainment |
| 1988 | Super Skateboardin' | Atari 7800 | Absolute Entertainment |
| 1988 | Crossbow: The Legend of William Tell | Apple II, Commodore 64 | Absolute Entertainment |
| 1989 | Tomcat: The F-14 Fighter Simulator | Atari 2600, Atari 7800 | Absolute Entertainment |
| 1989 | Crossbow: The Legend of William Tell | PC | Absolute Entertainment |
| 1989 | Kung-Fu Master | Atari 7800 | Absolute Entertainment |
| 1989 | Pete Rose Baseball / Great Game | Atari 7800 | Absolute Entertainment |
| 1989 | Alex DeMeo's Title Match Pro Wrestling | Atari 7800 | Absolute Entertainment |
| 1990 | David Crane's A Boy and His Blob: Trouble on Blobolonia | NES | Imagineering Inc. |
| 1990 | Garry Kitchen's Battletank | NES | Imagineering Inc. |
| 1991 | David Crane's The Rescue of Princess Blobette | Game Boy | Imagineering Inc. |
| 1991 | Space Shuttle Project | NES | Imagineering Inc. |
Developed titles
Following the merger with Imagineering in 1992, Absolute Entertainment shifted toward in-house development, leveraging the studio's expertise to create titles primarily for handheld and 16-bit consoles such as the Game Boy, Super Nintendo Entertainment System (SNES), and Sega Genesis.[18] This period marked Absolute's transition from publishing to full development control, with Imagineering handling coding, design, and adaptation to hardware constraints like limited cartridge ROM sizes and processing power, which often required innovative compression techniques and simplified graphics for multi-platform releases.[10] Over its run, Imagineering developed several titles under Absolute, focusing on licensed properties and original concepts amid the intensifying competition in the 16-bit market.[2] The developed portfolio emphasized ambitious adaptations of popular franchises, such as platformers and simulations, while experimenting with original intellectual property to differentiate from third-party outputs. Key innovations included cross-platform compatibility, allowing games to launch simultaneously on rival systems like SNES and Genesis, which helped maximize market reach despite development challenges like synchronizing controls and audio across architectures.[19] These efforts highlighted Absolute's push for technical feats, such as real-time strategy elements in limited hardware environments, though many projects grappled with the era's cartridge limitations that capped sprite counts and level complexity.[20]Chronological List of Developed Titles
-
1991: The Rescue of Princess Blobette (Game Boy)
Developed by the Imagineering team led by designer David Crane, this puzzle-platformer served as a transitional sequel to the NES classic A Boy and His Blob, introducing blob transformation mechanics optimized for portable play amid Game Boy's monochrome display and battery constraints.[21] It represented an early effort to adapt original IP to handhelds, with innovative jellybean-based puzzles compressed to fit 256 KB cartridges. -
1992: David Crane's Amazing Tennis (SNES, Sega Genesis)
A sports simulation developed internally, it introduced realistic ball physics and multiplayer modes for 16-bit hardware, with Imagineering overcoming Genesis's slower CPU by using assembly code for fluid animations across both platforms.[19] -
1992: Garry Kitchen's Super Battletank: War in the Gulf (SNES, Sega Genesis)
This tank simulation sequel expanded on earlier Battletank gameplay with Gulf War-themed missions, utilizing Imagineering's expertise in vehicle controls and multi-platform optimization for 16-bit systems.[22] -
1993: Star Trek: The Next Generation (Game Boy, NES)
Imagineering's space simulation allowed players to command the Enterprise in tactical missions, with lead designer Mark Beardsley emphasizing strategic depth despite Game Boy's graphical restrictions, using tile-based maps for exploration.[20] -
1995: Rapid Deployment Force: Global Conflict (Sega CD)
Imagineering's final major project under Absolute was a tank simulation with FMV cutscenes, addressing Sega CD's add-on complexities like enhanced storage for multi-mission campaigns amid the shifting 32-bit market.