15
umankind has gamed throughout its history.Whether we look at the dice and primitive board games from King Tut’s tomb or the graffiti representing game boards used by waiting patricians in the Roman forum, people have left artifacts indicating play as part of their legacy. Is it any wonder that as our technology has changed, so has our capacity for play? Remarkably, it is now possible to play the hottest games of the year 2 HIGH SCORE! PROLOGUE 2000—2000 B.C., that is. They can be found as shareware on the Internet. You can download shareware versions of games from ancient history. Games like the Moorish Quirkat, Mayan Bul, Chinese Shap Luk Kon Tseung Kwon, and other games from ancient cultures ranging from those of the Egyptians to the Vikings. Each game comes with a lot of background and a guided tutorial, since you probably have never seen these games in your local toy store. Prologue: Games People Played H Ancient Egyptian Mehen board. The Forbidden Game of the Snake and a screenshot of the Windows version. Ancient Egyptian Senet board and Windows version of Senet. Top Left: Patolli Top Right: Quirkat Bottom Left: Bul Bottom Right: Ur

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Page 1: Prologue: Games People Played - McGraw-Hill Professionalbooks.mcgraw-hill.com/downloads/products/0072224282/0072224282_… · Prologue: Games People Played H ... invented a mechanical

umankind has gamed throughout its history. Whether

we look at the dice and primitive board games from

King Tut’s tomb or the graffiti representing game boards

used by waiting patricians in the Roman forum, people

have left artifacts indicating play as part of their legacy.

Is it any wonder that as our technology has

changed, so has our capacity for play?

Remarkably, it is now possible to

play the hottest games of the year

2 HIGH SCORE! P R O L O G U E

2000—2000 B.C., that is. They can be found as shareware on

the Internet.

You can download shareware versions of games from

ancient history. Games like the Moorish Quirkat, Mayan Bul,

Chinese Shap Luk Kon Tseung Kwon, and other games from

ancient cultures ranging from those of the Egyptians to the

Vikings. Each game comes with a lot of background and a

guided tutorial, since you probably have never seen these

games in your local toy store.

Prologue: Games People Played

H

Ancient Egyptian Mehen board.The Forbidden Game of

the Snake and a screenshot of the Windows version.

Ancient EgyptianSenet board andWindows versionof Senet.

Top Left: PatolliTop Right: Quirkat

Bottom Left: BulBottom Right: Ur

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1889The Marufuku Company

is established in Japan by

Fusajiro Yamauchi to make

Hanafuda playing cards,

and by 1907 they expand

to Western playing cards. In

1951, the company becomes

the Nintendo Playing Card

Company. Nintendo translates

as “leave luck to heaven.”

—see page 230

1891 In the Netherlands, Gerard

Philips begins to manufacture

incandescent lamps and other

electrical products. Philips

eventually becomes a world-

wide conglomerate that owns

electronics companies, music

labels, and much more, includ-

ing Magnavox, the company

that produces the first home

video game, the Odyssey.

Philips also develops the audio-

cassette and shares the honors

with Sony for the development

of the CD. Later, they also

create the CDI system.

—see page 18

1918The Matsushita Electric

Housewares Manufacturing

Works is established by

Konosuke Matsushita.

Matsushita is the parent

company of Panasonic, who

manufactures the first 3DO

consoles and also has their

own game development

company in the 90s.

—see page 254

1932 Russian immigrant

Maurice Greenberg

starts the Connecticut

Leather Company and creates

leather products for shoes.

Under the guidance of Leonard

and Arnold Greenberg,

Maurice’s sons, the company

expands into plastic swimming

pools, home toys, and eventu-

ally games and game systems

under the name Coleco.

—see pages 32 and 94

1945 Naming their picture frame

business, Harold Matson

and Elliot Handler combine

their names and end up with

Mattel. Using scraps left over

from making the frames, Elliot

begins making dollhouse

furniture. Mattel ultimately

creates a game division and

manufactures the first hand-

held games and, later, the

Intellivision console. Still later,

they find success with their

line of games based on the

Barbie franchise.

—see pages 30 and 70

1947 The Tokyo Telecommunications

Engineering Company is founded

by Akio Morita and Masaru

Ibuka. They rise to prominence

when they license transistor

technology from Bell Labs and

create the world’s first pocket

transistor radio. For world-

wide marketing, they change

their name to Sony, taken

from the Latin word sonus,

which means “sound.”

Ultimately, Sony becomes

a giant in the world of elec-

tronics and introduces their

PlayStation to the U.S. in

1995, establishing themselves

as one of the most important

game companies in the world.

—see page 283

1954 Service Games, created by

Korean War vet David Rosen,

is formed to export coin-

operated amusement games

to Japan. Later, deciding to

create his own games in Japan,

he purchases an old jukebox

and slot-machine company. The

name of the company becomes

Sega, for SErvice GAmes.

Sega produces many coin-

operated arcade games and

eventually becomes Nintendo’s

chief competitor in the home

console business during the

late 80s and early 90s.

—see page 232

The original Connecticut LeatherCompany building.

Sony’s PlayStation

Intellivision

Sega’sfounder,Dave Rosenin 1966

3

OriginsLandmarks of Electronic Game Prehistory

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1871 REDGRAVE PARLOR BAGATELLEThe first game to use a spring-loaded plunger.

1876 REDGRAVE ORIGINAL PARLOR BAGATELLEMontague Redgrave's 1876 model.

1898 REDGRAVE "TWO BELL"PARLOR BAGATELLENote the slot in the spring-loadedshooter housing.

Homageto Pinball

1932 BALLY BALLYHOOThe game that started Bally Corporation.

1933 PACIFIC AMUSEMENTS CO. CONTACTFirst game to use electricity instead of just gravity. First game to have an electrical ringingbell. First game to be designed by HarryWilliams, who later founded Williams Pinball.

full treatment of pinball

games is beyond the

scope of this book. Indeed,

whole books have been written

on that subject alone! We

include this brief retrospective,

however, because for many of

us pinball was the precursor

to our addiction to video and

computer games.

1932 THE PRESIDENTReleased in February 1933. It is nearlyidentical to the Mills official Pin Tablewhich was released in July 1932.

4 HIGH SCORE! P R O L O G U E

A

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1947 GOTTLIEB HUMPTY DUMPTYThe first pinball game to use flippers, forever altering the direction of pinball games.

STAR SERIES Early mechanical baseballgame from Williams.

1931 AUTOMATIC INDUSTRIES'BABY WHIFFLEGenerally regarded as the firstproduction "pin game."

1931 GOTTLIEB BAFFLE BALLGottlieb's first pin game. The game thatlaunched the entire pinball industry.

1936 BALLY BUMPERThe first game with scoring electric bumpers.

PH

OTO

GR

AP

HS

ON

TH

ES

E P

AG

ES

CO

UR

TES

Y O

F W

AY

NE N

AM

ER

OW

(W

WW

.PIN

BA

LLH

ISTO

RY

.CO

M).

MEC

HA

NIC

AL

GA

MES

, TH

E P

RES

IDEN

T A

ND

BA

LLY

BU

MP

ER

CO

UR

TES

Y O

F R

ICH

AR

D G

AR

RIO

TT (

PH

OTO

S B

Y R

US

EL D

EM

AR

IA).

5

1932 MILL'S OFFICIALFirst game to be advertised as "pinball." The name has been used ever since.

U.S. MARSHALLU.S. Marshall was produced by Mike Munves Company in the 1950’s. It isvery similar to the ABT Challenger gun game series produced since the1930’s. The game shot small ball bearings at targets (detail to right).

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Advancement to the

Information Age

hile the concept of a computing device may not be as

ancient as that of playing games, one of the earliest

such devices, dating back to at least 300 B.C., was the

counting board, later the abacus. This was a storage device

used to help keep track of numbers. Not true calculating

devices, these are still the earliest known aids to

mathematical calculation.

Much, much later, but still as early as 1645, Blaise Pascal

invented a mechanical adding machine, for which he

received a patent from King Louis XIV. This could hardly

be called a computer, but it was a calculating device and a

very early step on the road to the computers of today.

Charles Babbage and Augusta Ada ByronBack in the early days of the Industrial Revolution, the idea

of a computer that could think intrigued a few intellectuals,

but frightened most people who even bothered to consider

the idea. One man who was particularly obsessed with the

concept of computing machines was Charles Babbage, a

British inventor, astronomer, and mathematician. As early

as 1833, Babbage was working on the problem.

Babbage conceived of two mechanical computing devices,

the “Analytical Engine” and the “Difference Engine,” both of

which were

designed to auto-

mate mathematical

calculations.

Babbage was never

able to build either one, but his colleague and patron,

Augusta Ada Byron, wrote and published several papers

describing Babbage’s work. Byron, the future Lady Lovelace,

was the daughter of Lord Byron, and arguably the first

computer programmer. Even though the Analytical Engine

was never built, Byron wrote instruction sets for the solving

of mathematical problems.

Only LogicalIn order for computers to evolve, many key concepts had to

emerge. The idea that logic could be represented by machin-

ery was one such concept. An expert on George Boole’s work

of the mid-1800s, American logician Charles Sanders Peirce

was able to see that simple true/false calculations of

Boolean algebra could be emulated by electrical circuitry,

which could be switched between “on” or “off” states. By

1880, Peirce had devised a “switching circuit” that could be

used to switch states and therefore emulate Boolean condi-

tions of true/false, on/off. Up to this point, any attempts to

make a computing device had relied entirely on mechanical

components. Using electrical switches made possible

smaller, faster, and somewhat quieter machines.

6 HIGH SCORE! P R O L O G U E

Early Technology

W

1890 article in Scientific Americanshowing Hollerith’s machine.

Charles Babbage and Augusta Ada Byron

Herman Hollerith’s censustabulating machine in 1890.

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Humble BeginningsHermann Hollerith’s 1890 census tabulating machine may

not seem important to you, but if you play

games on a Windows machine, consider

that this humble invention was more or

less a direct ancestor of the original IBM

PC. Hollerith’s company became the

International Business Machines Corporation,

known more simply as IBM.

In the 1930s, IBM funded the development of an

electromechanical computer known as the Mark I. By the

time it was completed in 1944, however, it was already

obsolete. Already, the speed of innovation was outstripping

the speed of development.

General PurposesLike Hollerith’s census tabulation device, early computing

machines were designed to accomplish a specific task.

However, in the 1930s, British mathematician Alan Turing

envisioned a machine whose entire function would be

described by the instructions it was given. Instead of a

machine dedicated to one purpose only, Turing’s machine

would be useful for multiple purposes. Turing’s concepts

bore fruit in the hands of another mathematician, John

Von Neumann, who created the concept of the stored

computer program.

Tubin’While the Mark I was under construction, John Atanasoff

and Clifford Berry were conceiving the first electronic

computer, which used vacuum tubes in place of the mechan-

ical relays used in previous devices. Their ABC, or Atanasoff-

Berry Computer, “was the world’s first electronic digital

computer. It was built by John Vincent Atanasoff and Clifford

Berry at Iowa State University during 1937-42. It incorporated

several major innovations in computing including the use of

binary arithmetic, regenerative memory, parallel processing,

and separation of memory and computing functions.”*

For many years the patents and glory went to John

Mauchley and J. Presper Eckert, the designers of the ENIAC,

which for years was considered to be the first all-electronic

computer. It wasn’t until 1973 that a court ruled in favor of

Atanasoff as creator of the first electronic computer.

ENIAC was impressive, however, if only for sheer size.

Consisting of 30 separate units, it weighed in at more than

30 tons and contained 19,000 vacuum tubes, 1,500 relays,

and hundreds of thousands of other pieces. Its electrical

consumption was a whopping 200 kilowatts, and it required

a forced-air cooling system.

Despite its monstrous size, ENIAC was a modern,

pre–solid state computer, whose model for computer design

is the basis for modern computers.

*Source: Iowa State University Web site at http://www.cs.iastate.edu

7

IBM’s original logo, c. 1924.

Left: 1946photograph of ENIAC.

Above: Vacuum tubes from the ENIAC era.

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Believe it or not, themonstrosity above is atransistorized calculator.

1947: A Tiny Breakthrough

Based on experiments in quantum physics, researchers

became intrigued by the predicted behavior of certain

crystals when electricity was run through them. These crys-

tals behaved neither as conductors nor insulators, and came

to be known as semiconductors. William Shockley headed

one team of researchers that included Walter Brattain and

John Bardeen. The trio of Shockley, Bardeen, and Brattain

ultimately discovered how to run and modulate electricity

through a semiconductor and created the first transistor.

The transistor was perhaps the single most important

development in the history of electronics. Now electronic

devices that once required a forklift to move could be

held in the palm of your hand. They were more reliable

and produced less heat. The electronics revolution truly

began with the development of the transistor. In 1955,

Shockley founded Shockley Semiconductor in Palo Alto,

California, which ultimately set the stage for other

semiconductor companies to move into the area. Because

of its flourishing semiconductor industry, the area came

to be called Silicon Valley.

8 HIGH SCORE! P R O L O G U E

The first transistor.

Shockley and his team at work.

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A Look at Nearly 30 Years of Integrated CircuitsThe transistor led to the development of the integrated circuit, or IC, which combined several transistors on a wafer-

like board, called a “chip.” ICs became smaller and more complicated over the years. Originally intended for specific

purposes, such as calculators, they evolved into fully programmable, highly miniaturized devices incorporating millions of

transistors and very complex, almost invisible circuitry—the foundation of modern computers.

In the Background2000: Intel Pentium IVClock speed: 400+ MHz42,000,000 transistors

1979: Intel 8088Clock speed: 5 MHz29,000 transistors

1982: Intel 80286Clock speed: 6-12 MHz134,000 transistors

1989: Intel 80486Clock speed: 25-50 MHz1,200,000 transistors

1993: Intel Pentium ProClock speed: 150-200 MHz5,500,000 transistors

1971: Intel 4004Clock speed: 108 kHz 2,300 transistors 1972: Intel 8008

Clock speed: 200 kHz 3,500 transistors

1974: Intel 8080Clock speed: 2 MHz6,000 transistors

1993: Intel PentiumClock speed: 60-133 MHz3,100,000 transistors

1985: Intel 80386Clock speed: 16-33 MHz275,000 transistors

1997: Intel Pentium IIClock speed: 233-300 MHz7,500,000 transistors

1997: Intel Pentium IIIClock speed: 450-600 MHz9,500,000 transistors

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Tennis for Two:

The First Electronic Game?

Willy Higginbotham was a renowned physicist working at

Brookhaven National Laboratories in the 1950s. As a

designer of electronic circuits for the Manhattan Project

during World War II, Higginbotham came to Brookhaven

when it opened in 1947. In 1958, as head of instrumenta-

tion design, he decided to put some pop in the annual

visitor day by creating a little interactive game using an

oscilloscope, an analog computer, and some basic push

buttons. The result was a simple tennis game, more than a

decade before the advent of Pong. Willy Higginbotham’s

“Tennis for Two” is the earliest known electronic game.

Tennis for Two was a big hit, and lines formed to get a

chance to play it. However, Higginbotham had no interest in

marketing the idea. For one thing, he later said that if he

had patented the idea, it would have been assigned to the

U.S. government and he would have made maybe ten dollars

on it. In any case, Tennis for Two remained operational for

two years and was finally dismantled in favor of an exhibit

that showed cosmic rays.

The whole thing would probably have been forgotten

except that teenager David Ahl saw it on a field trip to

Brookhaven. Ahl later founded Creative Computing

Magazine, the pioneer magazine of the electronic age,

and wrote of his experience with Higginbotham’s game.

10 HIGH SCORE! P R O L O G U E

This is the setup atBrookhaven withseveral displays,including Tennis for Two (right).

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11

BY WILLY HIGGINBOTHAM

The display showed a two-

dimensional side view of a tennis

court. A horizontal line, below

center, represented the floor of

the court. A shorter vertical line

in the center represented the

net. Before the start of play the

ball was shown at a fixed posi-

tion above one or the other end

of the court. Each player had a

small box, which he held in one

hand. On the box were a knob to

aim at the ball (up, down or

level) and a push button. To

start play, the person with the

ball at his or her end of the

court would select an angle and

push the button, whereupon the

ball would proceed over the net

or hit the net and bounce back.

If it went over the net, the other

player would select an angle and

attempt to return the ball. He

could hit the ball as soon as it

passed the net or after it

bounced, or wait and see if it

landed beyond the end of the

court. There was some wind

resistance, as some energy was

lost in each bounce. The racquet

was not shown and the strike

velocity was pre-set. We had

controls for velocity but judged

that a player would have trouble

operating an additional control.

H O W T O P L A Y

Willy Higginbotham and his schematic diagram for Tennis for Two. At left, Higginbotham’s own description of how Tennis for Two was played.

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Spacewar!

In the summer of 1961, Steve “Slug”

Russell* and some friends were trying

to figure out how to best demonstrate

the new PDP-1 computer that was being

installed at MIT. In a time when most

computers received input and delivered

output in the form of punch cards or paper

tape, the PDP-1 was remarkable in that it had a

monitor display.

In a 1981 article in Creative Computing Magazine, J. M.

Graetz, one of those involved in brainstorming the idea for

Spacewar!, reported that they came up with the following

three precepts:

� It should demonstrate as many of the computer’s resources

as possible, and tax those resources to the limit;

� Within a consistent framework, it should be interesting,

which means every run should be different;

� It should involve the onlooker in a pleasurable and active

way—in short, it should be a game.

Inspired by E. E. “Doc” Smith’s The Lensman and Skylark

novels, Spacewar was the first real computer game, as

opposed to Higginbotham’s Tennis for Two, which used

hard-wired electronic circuitry, not a computer, to achieve its

goals, and a model of great game design that’s still fun to

play today. The game was programmed into the PDP-1 in

1962, and for several years after that it was disseminated to

college campuses across the country, ultimately spawning a

number of rather significant ripples in the fabric of

space/time or, more importantly, in the history of electronic

games. Among the many whose first influence could be

traced back to Spacewar are Nolan Bushnell, founder of

Atari, and Joel Billings, founder of SSI.

In Spacewar, two

B-movie–style rock-

et ships (called

the “Wedge” and

the “Needle”

because one

was shaped

like a fat cigar

and the other

looked like a

long slender tube)

battled in computer-

generated space. Players

would flick toggle switches to make

the ships change direction, and the ships would respond

much like the zero-G Asteroids ships that would animate

coin-op and Atari 2600 screens almost two decades later.

Each ship could fire up to 31 torpedoes that would, in turn,

appear as little dots traveling in the direction of the other

ship. If the dot actually managed to intersect the shape of

the other ship, it “exploded” and the ship disappeared. There

were no particle effects and no stereo sound effects to mark

the explosion. The other ship simply disappeared and was

replaced by a mad scramble of dots to represent the debris

of the destroyed ship.

Even in 1962, the programmers/designers were discover-

ing the trade-offs between realism and playability. Peter

Samson decided that the random-dot star map that Russell

had originally programmed was insufficient. He used a

celestial atlas to program the star map as the actual galaxy

down to fifth magnitude stars, calling it (with typical hacker

humor) “Expensive Planetarium.” Another student added a

gravity option. Another added a hyperspace escape option,

complete with a nifty stress signature to show where the

ship had left the system. The problem with hyperspace was

12 HIGH SCORE! P R O L O G U E

A PDP-1 terminal.

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Reputed to be the original PDP-1 of Spacewar fame, now residing at theComputer History Museum at Moffet Field in Mountain View, California.

Steve “Slug” Russell and friends playing the original Spacewar game.

13

Screen from original Spacewar.

you never knew where you’d

end up, and if you reappeared

too close to the Sun and couldn’t

escape its gravity, well, you were

toast. Later, “Slug” himself messed

with the reliability of the torpedoes, but this was not well

received by players, who liked their torpedoes to be accurate

and reliable. Russell’s refinements had leaped beyond his

audience’s ability to appreciate them.

Spacewar remains one of the truly great milestones in

electronic game history. It directly influenced several of the

great pioneers who came later. It was created before there

was an industry, on a computer whose $120,000 price tag

made it an unlikely commercial product. And yet, it remains a

true gem of a game, as much fun to play today as it was then.

*”Slug” was Russell’s nickname because, according to coworker Graetz,

“he was never one to ‘do something’ when there was an alternative.”

Galaxy War, a version ofSpacewar, appeared on theStanford University campus inthe early 70s and may be thefirst coin-operated electronicgame, as it may have been ondisplay and open for businesseven before Computer Spaceand Pong.

“In the late 60s or early 70s, while hanging around atthe Stanford University Student Union, I happenedupon a machine that was the closest I had come to science fiction in real life. It was an electronic game,but not a pinball game. It consisted of nothing morethan a TV-like screen and some buttons. It was, in fact,Spacewar, although by that time, the original togglelevers had been replaced by buttons. It also featuredother improvements, including sun/no sun and negative/positive gravity (or none with no sun).

My friend Steven and I played it pretty much undisturbed at the beginning of the summer break.By the end of that summer, though, there were crowdssix deep around the machine, and a satellite monitorhad been mounted high on the wall so people couldwatch the games in progress. I wish I had understoodwhat Nolan Bushnell had known when he saw the samegame at the University of Utah. It represented thebeginning of a new era. (RDM)

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Games on the TV?

Today it seems obvious that television sets were designed for

playing games. Right? Well, in the early days of TV, it wasn’t

obvious—except to one engineer, Ralph Baer. Baer is a con-

summate inventor, and, convinced that games and TVs were

made for each other, he became the “Father of Video Games.”

After a stint in Army Intelligence in World War II, Baer

obtained a degree in television engineering. His goal was to

build television receivers. By 1951, he was working at Loral,

then a small military contractor. He was given the job of

building the “best TV set in the world.” At that early date,

Baer was already thinking about building TV sets with

games built in.

“Somewhere along the line I suggested that we might

include some novel features, like adding some form of TV

game! That got the predictable negative reaction, and that

was the end of that!”

It wasn’t until 15 years later that Baer gave serious

thought to the matter, but in 1966, he was still just about the

only one doing so. Working at the time for another military

contractor, Sanders Associates, Inc., he scribbled some notes

in a bus station in New York, and on Sept. 1, 1966, he wrote

a four-page paper outlining his ideas for a TV game system.

Within five days, he had completed a schemat-

ic of his proposed system.

The first task was to make something appear

on the screen. One of Baer’s early decisions was

to send the signal through the antenna input

(the only one available) and to use channels 3

and 4, which are the channels still used today

for video game consoles attached to the TV.

Baer got Bob Tremblay involved, and

Tremblay built a vacuum tube device that

could place two movable spots on the screen.

Fox and Hounds“With that simple

arrangement, we

played a ‘Chase

Game’ in which we

pretended that one

spot represented a

fox and the other

spot represented a ‘hunter’ or a ‘hound.’ The object of the

game was to have the ‘hound’ chase the ‘fox’ until he

‘caught’ him by touching the ‘fox’ spot with the ‘hound’ spot.

It was primitive, all right, but it was a video game, it was fun,

and we were encouraged to forge ahead.”

ShooterUntil this point, the entire effort was unofficial and had

nothing at all to do with the work he was supposed to be

doing. But Baer figured that he now had something to

show, so he invited Herbert Campman, the company’s

corporate director of research and development, to see

what he and Tremblay had created. The response was

positive, and Baer received his first funding for the

project—$2,000 plus $500 for materials.

Bill Harrison joined the team in January 1967. Baer’s next

innovation involved a toy gun, and Harrison designed some

circuitry that allowed it to shoot the dots on the screen.

“Now we could ‘shoot’ at that spot, and when we ‘hit’ it, the

spot disappeared from the screen. Having the other player

move the spot rapidly and randomly around the screen gave

us a moving target. Gun games were born!”

The gun was a hit with Campman, too, and the team

got more money and time to develop. New ideas and

directions continued to flow, including some initial work

with creating games to be played over cable TV. New

people joined the project, including Bill Rusch, who had

14 HIGH SCORE! P R O L O G U E

Below: Ralph Baer surrounded byhis inventions.

The original notes from the bus station where the first idea of videogames was formally documented.

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the idea to turn the video spot into a ball. “We batted

around ideas of how we could implement games such

as Ping-Pong, hockey, football, and other sports games.

I am not sure that we recognized that we had crossed

a watershed, but that’s what it amounted to.”

Brown BoxBy November 11, 1967, the team had produced a working

two-player Ping-Pong game. What followed was a system

for programmable games, culminating in what Baer calls

the “Brown Box.”

What remained

was to find a way to

market the device.

After showing it to

all the major TV

makers, a negotiation started with RCA. However, the RCA

deal fell apart. But Bill Enders left RCA and joined Magnavox.

At Magnavox, Enders championed Baer’s game product, and

ultimately the deal was struck.

The first home video game system,

the Magnavox Odyssey, was launched in

1972. The Odyssey’s legacy was far-

reaching. Although it was a marginal

commercial success, partially hampered

by Magnavox’s marketing strategies, it

may have been the inspiration for Nolan

Bushnell’s introduction of Pong. (See the

story on page 19.)

Ralph Baer didn’t stop with the

Odyssey. He helped develop Coleco’s

Telestar gaming system and invented

Simon, Maniac, and a lot of other games

and devices. He holds many patents and

is still consulting.

15

Above: Ralph Baer’s 1971 patent for“Television Gaming and Training Apparatus.”

Above left: Ralph Baer with Odyssey Game, 1972.

The “Fox and Hounds”game hardware.

The Brown Boxsystem thatbecame theOdyssey.

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he first part of Nolan Bushnell’s story takes place

in the mid-1960s. The day Nolan Bushnell first

encountered Spacewar was the day that may have changed

history. It was on the campus of the University of Utah. The

discovery was especially fortuitous because Bushnell not

only recognized a good game when he saw it, he knew

what it could become.

Bushnell reveals, “In some ways I was smitten by Spacewar

not just because it was fun to play, but I also saw commercial

opportunity; I knew how much good games earned. But it was

something I put at the back of my mind. It was running on an

IBM 7900 or something like that.A big IBM machine. Certainly

too expensive to be feasible economically.

“Now fast-forward to me coming to California in 1969

to work at Ampex,” continues Bushnell. “I was an amateur-

ranked Go player, and one of the guys I played Go with

worked up at the AI lab at Stanford. He told me about the

Spacewar game they had and I told him, ‘I played that in

college. I’d like to see how it works.’ So he took me up

there one evening and we played a lot of Spacewar. That

rekindled my enthusiasm for the game and my belief in

its commercial potential.”

Bushnell’s first project was Computer Space, a single-

player version of Spacewar that he created in his spare time.

For his workshop, he converted his daughter’s room, and

two-year-old Britta slept in the living room.

“My original plan was quite different from how it turned

out. I originally planned to do it based on a Data General

1600—to have a minicomputer running multiple games. My

technical addition, as I originally saw it, was going to be a

very cheap monitor. Then what kept happening, the comput-

er kept running out of cycle time—it was so blindingly slow.

I thought the cost of the machine would outstrip its ability to

earn. I almost gave it up. I cut down to four games, but that

put the economics on the edge. I kept having to make the

monitors smarter, taking over tasks. Then I had my real

epiphany. ‘Hell,’ I thought, ‘I’m not going to use the Data

General. I’ll do it all in hardware.’ So I went from using a

$4,000 computer to maybe $100 worth of components.”

Ultimately, he completed the design of Computer Space,

creating the whole thing in hardware. But he still had to

find a way to market it. How that came about was another

bit of serendipity.

“I had a dentist appointment and my dentist had another

patient who worked at Nutting & Associates. I was chatting

with the dentist through a mouthful of cotton about what

I was working on. He said you should talk to this guy. And

that’s how I first heard about Nutting. They were a company

who had done one product and were in trouble. They were

not particularly successful at that time; they were looking for

anything, so they jumped at it. Maybe a stronger company

would not have taken the risk.”

Computer Space released in 1971. It is widely considered an

unsuccessful debut, but it did make money, and, more impor-

tantly, it gave Bushnell some idea of the demographics of

video arcade games at a time when there was no such thing.

“Computer Space did very well on college campuses and in

places where the education level was higher. However, there

weren’t any arcades as such back then.You had to put machines

in bowling alleys and beer bars.That was the market. If you

couldn’t do well in Joe’s Bar and Grill, you had no chance.

Computer Space did horribly in the typical American beer bar.”

T

Sometimes a Great Notion

16 HIGH SCORE! P R O L O G U E

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