in the main hallway beneath the Golden Castle. They are mirrored, but contain a vertical wall object in the room to make an asymmetrical screen, as well as provide a secret door for an Easter egg. Robinett originally intended for all rooms to be bidirectionally connected, but programming bugs make a few such connections unidirectional, which are explained away as "bad magic" in the game's manual. Robinett overcame these limitations to introduce concepts novel to video games. He constructed thirty different rooms in the games, whereas most games of the time present only a single screen. Furthermore, off-screen objects such as the bat continue to move according to their programming behavior. In addition to the technical limitations, Robinett had struggled with Atari's management over the game. Around the time of Adventures development, Atari, now owned by Warner Communications, had hired Ray Kassar as general manager of their Consumer Division, and he was later promoted to president and CEO of Atari in December 1978. Kassar interacted with the programmers rarely and generally treated their contributions with indifference. Robinett was initially discouraged from working on Adventure by his supervisor, George Simcock, who said the ambitious game could not be done on Atari 2600 based on knowing how much memory Colossal Cave Adventure uses. When Robinett developed a working prototype within one month, Atari's management team was impressed, encouraging him to continue the game. The management later tried to convince Robinett to make it a tie-in work for the upcoming Superman movie, which was owned by Warner Communication, but Robinett remained committed to his initial idea. Instead, Atari developer John Dunn agreed to take Robinett's prototype source code to make the 1979 Superman game. A second prototype was completed near the end of 1978, with only about eight rooms, a single dragon, and two objects. Robinett recognized that it demonstrated his design goals, but was boring. He put the game aside for a few months and came back with additional ideas, finishing it by June 1979. Two changes were the possibility of being eaten by the dragon and resetting the avatar, and the addition of the sword object with which to kill the dragon. Robinett found that the various possibilities that arose from this combination of elements improved the excitement of the game, and subsequently made three dragons, reusing the same source code for the behavior of all three. The magnet was created