In 1981, Cinematronics moved into a 78,000 sq. ft. facility at 1841 Friendship Drive. That year, they also released another Tim Skelly cooperative game, Armor Attack. The idea for the game originated when Skelly decided to create an updated version of the 1974 Atari/Kee classic Tank. Originally, Armor Attack was to be another game utilizing the mirror techniques use in Warrior – this time to create the game's background graphics. The company's money-conscious management, however, nixed the idea as too expensive. As Skelly started work on the game, he began hearing rumors that Atari was currently testing their own vector-graphics tank game. The trouble was, no one at Cinematronics knew where they were testing it. A concerned executive (using a phony hillbilly accent) soon began calling every arcade in the phone book until he located the correct one and a group of company employees immediately flew up to take a look. When they arrived, they were discovered that, unlike their game, the Atari game (which was called Battlezone) would feature a 3-D, first-person perspective. Relieved, they decided to continue development on Armor Attack. In the game (which featured yet another color overlay, this time in olive drab green), the player (or players) controlled a jeep which traveled among a group of buildings trying to destroy enemy tanks and helicopters. Buildings were strewn about the playfield and the player had to maneuver around them. Tanks required two shots to destroy - the first shot only disabled the tank but left its gun turret functional. Helicopters were tough foes since, unlike the player, they could ignore the buildings by shooting or firing over them. The buildings in Armor Attack were not computer generated. The display screen showed only large empty areas where there buildings were supposed to be and the actual buildings were created with cellophane monitor overlays. The reasons for this unusual arrangement were technical in nature and had to do with the short-outs that occurred when the beam scanned too close to the edge of the screen: [Tim Skelly] - "Larry Rosenthal build a safeguard into the board. There was a watchdog bit that had to be hit every 1/60th of a second of the system reset to the top of the program. If the program went wacky and didn't hit the bit, BOOM back to the top and, in theory, the beam would again be under control. This alternative was better than frying the system, but resetting the game was a bad thing. Whoever was playing lost their game and any credits they may have had. The short version of this (and it gets a little technical) is that if I didn't finish drawing everything on the screen in that 1/60th of a second, the system reset. That meant no skipping frames, no cheats. I had just so much time to draw lines. So, on Armor Attack, when faced with all the drawing time the buildings would take, I chose to use the overlay instead." As with the background stars in Star Castle, Armor Attack featured an unusual hidden feature. During the game's development, the government had re-instituted draft registration. Skelly, a longtime opponent of the draft, was incensed. In addition, he had heard rumors that Atari had sold a version of its Battlezone to the army for use in training. The inventive Skelly soon found a way to voice his opinions. One of Armor Attack's features was to be morse-code sound effects. Skelly actually knew morse code from his days as a boy scout and decided to include a real message. Attentive players of the games would discover the morse-code sound effects steadily beeping out the words "don't register".