The brand was revived in 2007 when Interactive Game Group acquired it from Atari Interactive, formerly Infogrames. The MicroProse brand was licensed to the Legacy Engineering Group for consumer electronics. Cybergun owned the MicroProse brand from 2010 to 2018, which was then acquired by David Lagettie working with Stealey.
History
Independent company (1982–1993)
1980s
In summer 1982, mutual friends who knew of their shared interest in aviation arranged for retired military pilot Bill Stealey and computer programmer Sid Meier to meet in Las Vegas. After Meier surprised Stealey by repeatedly defeating him when playing Red Baron, he explained that he had analyzed the game's programming to predict future actions and claimed that he could design a better home computer game in one week. Stealey promised to sell the game if Meier could develop it. Although Meier needed two months to produce Hellcat Ace, Stealey sold 50 copies in his first sales appointment and the game became the first product of their new company.[3] They planned to name it Smugger's Software, but chose MicroProse. (In 1987 the company agreed to change its name to avoid confusion with MicroPro International, but MicroPro decided to rename itself after its WordStar word processor).[4] MicroProse became profitable in its second month and had $10 million in sales by 1986.[5]
MicroProse advertised its first batch of games in 1982, under the headline "Experience the MicroProse Challenge!!!" All three were written by Sid Meier for the Atari 8-bit computers: platform game Floyd of the Jungle,[6] 2D shooter Chopper Rescue,[7] and first-person airplane combat game Hellcat Ace.[8]Hellcat Ace began a series of increasingly sophisticated 8-bit flight simulation games, including Spitfire Ace (1982) and Solo Flight (1983), that defined the company.
In 1983, MicroProse ported Floyd of the Jungle to the Commodore 64, their first product for that machine. By 1984, the company had begun supporting the Apple II and IBM PC compatibles. MicroProse released the air traffic control game Kennedy Approach, written by Andy Hollis, in 1985.[9]Conflict in Vietnam (1986) was the final MicroProse title for the Atari 8-bit line.
MicroProse attempted to diversify beyond its niche roots as a sim and strategy game company, looking for opportunities into the arcade game industry. MicroProse designed further action-strategy titles such as Covert Action (also designed by Sid Meier) and Hyperspeed, and experimented with the role-playing genre by developing BloodNet and Darklands (in addition to publishing The Legacy: Realm of Terror). The company invested a large sum of money to create its arcade game division as well as their own graphic adventuregame engine. Meier felt that Stealey was taking the company in a risky direction, and the two could not work out their differences. Meier opted to quietly sell Stealey his share of the company but remained on in the same apparent role for all other purposes to the rest of the staff and their customers to allow Stealey to proceed in this direction.[14]
The arcade division did not perform well, and was canceled after making only two games: F-15 Strike Eagle: The Arcade Game and Battle of the Solar System (both of which featured high-end 3D graphics but failed to become popular as they were too different from existing machines), while the adventure game engine was used for just three games: Rex Nebular and the Cosmic Gender Bender, Return of the Phantom and Dragonsphere, before it was sold off to Sanctuary Woods.[citation needed]
In August 1991, MicroProse filed for an initial public offering. The company hoped to raise $18 million to help repay debts from its unsuccessful arcade games.[15] In 1992 MicroProse acquired Paragon Software.[16] It also acquired Leeds-based flight simulation developer Vektor Grafix,[17] which had already developed titles for them (such as B-17 Flying Fortress), turning it into a satellite development studio named MicroProse Leeds.
Under Spectrum HoloByte (1993–1998)
In December 1993, following Black Wednesday in the UK, MicroProse Software Inc. merged with Spectrum HoloByte, another game company that specialized in simulation games, to form MicroProse Inc.[18] Bill Stealey, who was good friends with Spectrum HoloByte president Gilman Louie, convinced Louie to help MicroProse as Stealey was afraid that some bank would not understand the company culture. MicroProse UK was forced to close its two satellite studios of MicroProse in northern England and dispose of over 40 staff at its Chipping Sodbury head office (Microprose Chipping Sodbury). A core group of artists, designers, and programmers left MicroProse UK to join Psygnosis, which opened an office in Stroud specifically to attract ex-MicroProse employees. In 1994, Stealey departed MicroProse and Spectrum HoloByte agreed to buy out his shares. He later commented, "Spectrum Holobyte had a lot of cash and very few products. Microprose had a lot of products and no cash. It was a great marriage, but the new company only needed one chairman, so I resigned."[19] Stealey went on to found an independent game company Interactive Magic (also specializing in vehicle simulators and strategy games), while Andy Hollis departed for Origin Systems, and Sandy Petersen joined id Software.
MicroProse Software continued as separate subsidiary company under Spectrum HoloByte until 1996. That year, Spectrum HoloByte started cutting a majority of the MicroProse staff to reduce costs. Soon after, it consolidated all of its titles under the MicroProse brand (essentially renaming itself MicroProse). MicroProse's remaining co-founder Sid Meier, along with Jeff Briggs and Brian Reynolds, departed the company after the staff cut, forming a new company named Firaxis Games.[21]
On October 5, 1997, GT Interactive announced that it had signed a definitive agreement to acquire MicroProse for $250 million in stock. The deal was unanimously approved by the Board of Directors of both companies. After the announcement MicroProse's stock price reached $7 a share. GT Interactive expected the deal to be completed by the end of that year.[22][23] The acquisition was canceled on December 5, as according to both CEOs "the time is simply not right" for the deal. MicroProse's stock plummeted to just $2.31 after the announcement of the deal's cancellation,[24] and the company had estimated losses of $7–10 million during the third quarter of 1997 which are largely attributed to dislocations caused by the aborted merger.[25] According to Computer Gaming World, the merger was annulled due to a "fundamental" disagreement over how the joint company would be writing off its research and development costs, as MicroProse insisted to keep their method of paying off the developer immediately.[26]
In November 1997, MicroProse was sued by both Avalon Hill (who had the U.S. publishing rights to the name Civilization)[27] and Activision for copyright infringement. MicroProse responded by buying Hartland Trefoil, which was the original designer and manufacturer of the Civilization board game, and then sued Avalon Hill and Activision for trademark infringement and unfair business practices as a result of Activision's decision to develop and publish Civilization video games.[28] Because Hasbro was negotiating the acquisition of both Avalon Hill and MicroProse, the lawsuits were settled in July 1998. Under the terms of the settlement MicroProse became the sole owner of the rights of the name Civilization and Activision acquired a license to publish a Civilization video game which was later titled Civilization: Call to Power.[27][29]
Under Hasbro Interactive (1998–2001)
In preparation for its sale, MicroProse closed down its studio in Austin in June 1998; as a result of the closure, 35 employees lost their jobs.[30] On August 14, 1998, Hasbro issued a $70 million cash tender offer to purchase all MicroProse's shares for $6 each.[31] This deal was completed on September 14, when Hasbro bought 91% of MicroProse's shares and announced that MicroProse had become a wholly owned subsidiary.[32][33] The remaining shares would also be acquired for $6 in cash. MicroProse was merged with Hasbro Interactive.[34] At the time of Hasbro's acquisition, MicroProse had 343 employees, including 135 at Alameda, California (MicroProse Alameda), with a total operating cost of $20 million per year.[35] Besides the development studio in Alameda, MicroProse had three other studios: Hunt Valley, Maryland (Microprose, Hunt Valley); Chapel Hill, North Carolina; and Chipping Sodbury, England.
In December 1998, MicroProse finally managed to publish Falcon 4.0 (in development by Spectrum HoloByte since 1992), to disappointing sales. In December 1999, Hasbro Interactive closed down former MicroProse studios in Alameda and Chapel Hill.[36][37] Among titles in development that got canceled during that period was X-COM: Genesis. The last MicroProse developed game under Hasbro, B-17 Flying Fortress: The Mighty 8th, was published in 2000.
Under Infogrames (2001–2003)
On December 6, 2000, amist struggling sales and resturcturings, Hasbro announced they would entirely sell off Hasbro Interactive, including MicroProse's assets, to French holding company Infogrames Entertainment SA for $100 million, $95 million as 4.5 million common shares of Infogrames and $5 million in cash.[38][39][40][41] The deal was closed on January 29, 2001[42][41] with Hasbro Interactive, Inc. being renamed as Infogrames Interactive, Inc.[43][44]
After the sale, sales and distribution of MicroProse titles transitioned to Infogrames, Inc. in North America and the company's standalone international divisions everywhere else. By this time, the company began a slow phase-out of the brand with many MicroProse branded titles previously released by Hasbro being reissued with Infogrames' logo on the packaging. MicroProse's two remaining development studios in Chipping Sodbury and Hunt Valley were rebranded under the Infogrames banner as well, becoming Infogrames Interactive Chippenham Studio and Infogrames Interactive Hunt Valley Studio, respectively. The development of X-COM: Alliance was finally aborted in 2002 without a formal announcement.[45][46]
The final newly-released games released under the MicroProse brand name were X-COM: Enforcer, released in April 2001,[47]Tactical Ops: Assault on Terror, released in April 2002,[48] and Grand Prix 4, released in June 2002.[49] In September, Infogrames shuttered the Chippenham studio and aborting the development of an Xbox port of Grand Prix 4 that had been currently worked at in the studio within the process.[50]
The Hunt Valley studio worked on Monopoly Casino: Vegas Edition for the PC, and then focused on the development of the Xbox title Dungeons & Dragons: Heroes, which was released in October 2003. Earlier on in May, Infogrames rebranded all their subsidiaries under the Atari brand; including Infogrames, Inc. becoming Atari, Inc., and Infogrames Interactive, Inc. becoming Atari Interactive, Inc.[51] On [52] In November 2003, Atari announced the closure of the Hunt Valley studio, which itself was the last MicroProse studio still operating.[52] However, several game developers now exist in the area, including Firaxis Games and BreakAway Games, who all owe their origin to MicroProse.
Brand sale to Interactive Game Group and Cybergun Group (2007–2019)
In 2007, the MicroProse brand name was sold by Atari Interactive to the Interactive Game Group, a producer of video game titles. The company filed for transfer of trademark protection on December 27, 2007.[53] Originally, it was unclear if MicroProse's titles and intellectual properties were also acquired by the Interactive Game Group from Atari/Infogrames, but was soon confirmed that the latter had remained the owners of the properties.[54]
In January 2008, the Interactive Game Group sub-licensed the MicroProse brand and trademark to I-Drs At in January 2008.[55][56] The company also licensed the MicroProse brand to the Legacy Engineering Group (LEG), which used the license to form subsidiaries called Microprose Systems and Microprose Consumer Electronics Division, selling consumer electronics from February 2008 to the second half of 2008. In October, the licensing agreement between LEG and Frederic Chesnais, owner of Interactive Game Group, was discontinued, forcing LEG to rebrand its subsidiaries to Legacy Consumer Electronics.[57]
In 2010, the Cybergun Group, manufacturer of airsoft gun products, merged with the Interactive Game Group, acquiring the MicroProse brand within the merger.[58] In 2011, the Interactive Game Group was rebranded under the MicroProse name and began licensing and executive producing various casual and budget video game titles that the Interactive Game Group had already licensed[59] including Jaws: Ultimate Predator[60] and fitness games featuring Jullian Michaels.[61] In August 2012, MicroProse announced that they would re-partner with their former owner Atari to release Special Forces: Team X for 2013.[62] The MicroProse brand continued in use until the end of 2013, when it's domain lapsed and the brand fell into dormancy.
On July 22, 2013, during the Atari bankruptcy sale, most of MicroProse's former IPs that remained with the publisher were sold to Tommo.[63] In October 2014, Tommo announced the launch of the "Retroism" brand and re-released a majority of MicroProse's catalogue through digital media platforms such as Steam.
Brand revival (2018–present)
In 2018, David Lagettie, an Australian simulation software entrepreneur and one of the makers of TitanIM open world military simulation software, purchased the MicroProse brand from the Cybergun Group. Lagettie was a former developer for Bohemia Interactive at their Australian studios before starting his own company to create video game simulators to be used by military groups. Lagettie had been a fan of the original MicroProse games growing up, and as he saw the games ownership transition made the company eventually disappear, he started investigating the fate of MicroProse around 2005. When possible, he began buying whatever IP from MicroProse he could, including the name and original logo trademarks.[64] In February 2019, MicroProse was officially revived as a full publisher of video game and simulation titles, working with the iEntertainment Network on the WarBirds series of combat flight simulators.[65] Within the rest of 2019, MicroProse announced Sea Power: Naval Combat in the Missile Age by the developer Triassic Games AB, Task Force Admiral - Vol.1: American Carrier Battles by Drydock Dreams Games, Operation: Harsh Doorstop by Drakeling Labs, and Warfare 1944 by Drakeling Labs. Lagettie's acquisitions drew the attention of Stealey, who subsequently inquired Lagettie about his plans, leading to Stealey joining Lagettie in an unofficial manner in the new MicroProse.[64]
The new company announced in May 2020 the first of three new games to be released for personal computers: Triassic Games' Sea Power, Drydock Dreams' Task Force Admiral, and Hexdraw's Second Front,[66] with about twenty additional titles planned out for publishing in the future. Lagettie said that while the new MicroProse will branch out to other genres such as adventure and racing games, their core portfolio will be centered on combat-based ones.[64]
MicroProse re-released B-17 Flying Fortress on Steam in November 2021.[67] In 2022, Microprose announced the purchase of the Outerra Game Engine, which they said will complete, release, and also use as the engine for some of their future games.[68] On May 4, 2023, the company announced it had re-acquired the copyright to the Falcon (series).[69]
^Wilson, Johnny L. (November 1991). "A History of Computer Games". Computer Gaming World. No. 88. p. 10. Archived from the original on December 2, 2013. Retrieved November 18, 2013.