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p.2-16 3/28/02 10:34 AM Page 2 Prologue: Games People Played H umankind has gamed throughout its history. Whether 2000—2000 B.C., that is. They can be found as shareware on we look at the dice and primitive board games from the Internet. King Tut’s tomb or the graffiti representing game boards You can download shareware versions of games from used by waiting patricians in the Roman forum, people ancient history. Games like the Moorish Quirkat, Mayan Bul, have left artifacts indicating play as part of their legacy. Chinese Shap Luk Kon Tseung Kwon, and other games from Is it any wonder that as our technology has ancient cultures ranging from those of the Egyptians to the changed, so has our capacity for play? Vikings. Each game comes with a lot of background and a Remarkably, it is now possible to guided tutorial, since you probably have never seen these play the hottest games of the year games in your local toy store. Ancient Egyptian Senet board and Windows version of Senet. Ancient Egyptian Mehen board. The Forbidden Game of the Snake and a screenshot of the Windows version. 2 HIGH SCORE! PROLOGUE Top Left: Patolli Top Right: Quirkat Bottom Left: Bul Bottom Right: Ur p.2-16 3/28/02 10:34 AM Page 3 Intellivision Origins Landmarks of Electronic Game Prehistory wide conglomerate that owns Leather Company and creates begins making dollhouse game companies in the world. 1889 electronics companies, music leather products for shoes. furniture. Mattel ultimately —see page 283 The Marufuku Company labels, and much more, includ- Under the guidance of Leonard creates a game division and is established in Japan by ing Magnavox, the company and Arnold Greenberg, manufactures the first hand- 1954 Fusajiro Yamauchi to make that produces the first home held games and, later, the Service Games, created by Hanafuda playing cards, video game, the Odyssey. Intellivision console. Still later, Korean War vet David Rosen, and by 1907 they expand Philips also develops the audio- they find success with their is formed to export coin- to Western playing cards. In cassette and shares the honors line of games based on the operated amusement games 1951, the company becomes with Sony for the development Barbie franchise. to Japan. Later, deciding to the Nintendo Playing Card of the CD. Later, they also —see pages 30 and 70 create his own games in Japan, Company. Nintendo translates create the CDI system. as “leave luck to heaven.” —see page 18 he purchases an old jukebox 1947 and slot-machine company. The The Tokyo Telecommunications name of the company becomes Engineering Company is founded Sega, for SErvice GAmes. The original Connecticut Leather Company building. by Akio Morita and Masaru Sega produces many coin- —see page 230 1918 1891 The Matsushita Electric In the Netherlands, Gerard Housewares Manufacturing Ibuka. They rise to prominence operated arcade games and Philips begins to manufacture Works is established by Maurice’s sons, the company when they license transistor eventually becomes Nintendo’s incandescent lamps and other Konosuke Matsushita. expands into plastic swimming technology from Bell Labs and chief competitor in the home electrical products. Philips Matsushita is the parent pools, home toys, and eventu- create the world’s first pocket console business during the eventually becomes a world- company of Panasonic, who ally games and game systems transistor radio. For world- late 80s and early 90s. manufactures the first 3DO under the name Coleco. wide marketing, they change —see page 232 consoles and also has their —see pages 32 and 94 their name to Sony, taken from the Latin word sonus, own game development 1945 which means “sound.” Naming their picture frame Ultimately, Sony becomes business, Harold Matson a giant in the world of elec- and Elliot Handler combine tronics and introduces their their names and end up with PlayStation to the U.S. in Maurice Greenberg Mattel. Using scraps left over 1995, establishing themselves starts the Connecticut from making the frames, Elliot as one of the most important company in the 90s. —see page 254 1932 Russian immigrant Sony’s PlayStation Sega’s founder, Dave Rosen in 1966 3 p.2-16 3/28/02 10:34 AM Page 4 Homage to Pinball A 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 1871 REDGRAVE PARLOR BAGATELLE The first game to use a spring-loaded plunger. computer games. 1932 BALLY BALLYHOO The game that started Bally Corporation. 4 HIGH SCORE! PROLOGUE 1876 REDGRAVE ORIGINAL PARLOR BAGATELLE Montague Redgrave's 1876 model. 1933 PACIFIC AMUSEMENTS CO. CONTACT First game to use electricity instead of just gravity. First game to have an electrical ringing bell. First game to be designed by Harry Williams, who later founded Williams Pinball. 1898 REDGRAVE "TWO BELL" PARLOR BAGATELLE Note the slot in the spring-loaded shooter housing. 1932 THE PRESIDENT Released in February 1933. It is nearly identical to the Mills official Pin Table which was released in July 1932. 3/28/02 10:34 AM 1931 AUTOMATIC INDUSTRIES' BABY WHIFFLE Generally regarded as the first production "pin game." 1947 GOTTLIEB HUMPTY DUMPTY The first pinball game to use flippers, forever altering the direction of pinball games. Page 5 1936 BALLY BUMPER The first game with scoring electric bumpers. STAR SERIES Early mechanical baseball game from Williams. 1931 GOTTLIEB BAFFLE BALL Gottlieb's first pin game. The game that launched the entire pinball industry. 1932 MILL'S OFFICIAL First game to be advertised as "pinball." The name has been used ever since. U.S. MARSHALL U.S. Marshall was produced by Mike Munves Company in the 1950’s. It is very similar to the ABT Challenger gun game series produced since the 1930’s. The game shot small ball bearings at targets (detail to right). PHOTOGRAPHS ON THESE PAGES COURTESY OF WAYNE NAMEROW (WWW.PINBALLHISTORY.COM). MECHANICAL GAMES, THE PRESIDENT AND BALLY BUMPER COURTESY OF RICHARD GARRIOTT (PHOTOS BY RUSEL DEMARIA). p.2-16 5 p.2-16 3/28/02 10:34 AM Page 6 1890 article in Scientific American showing Hollerith’s machine. Early Technology Advancement to the which were designed to auto- Information Age mate mathematical calculations. W Herman Hollerith’s census tabulating machine in 1890. hile the concept of a computing device may not be as Babbage was never ancient as that of playing games, one of the earliest able to build either one, but his colleague and patron, such devices, dating back to at least 300 B.C., was the Augusta Ada Byron, wrote and published several papers counting board, later the abacus. This was a storage device describing Babbage’s work. Byron, the future Lady Lovelace, used to help keep track of numbers. Not true calculating was the daughter of Lord Byron, and arguably the first devices, these are still the earliest known aids to computer programmer. Even though the Analytical Engine mathematical calculation. was never built, Byron wrote instruction sets for the solving Much, much later, but still as early as 1645, Blaise Pascal of mathematical problems. invented a mechanical adding machine, for which he received a patent from King Louis XIV. This could hardly Only Logical be called a computer, but it was a calculating device and a In order for computers to evolve, many key concepts had to very early step on the road to the computers of today. emerge. The idea that logic could be represented by machinery was one such concept. An expert on George Boole’s work Charles Babbage and Augusta Ada Byron 6 HIGH SCORE! Charles Babbage and Augusta Ada Byron of the mid-1800s, American logician Charles Sanders Peirce Back in the early days of the Industrial Revolution, the idea was able to see that simple true/false calculations of of a computer that could think intrigued a few intellectuals, Boolean algebra could be emulated by electrical circuitry, but frightened most people who even bothered to consider which could be switched between “on” or “off” states. By the idea. One man who was particularly obsessed with the 1880, Peirce had devised a “switching circuit” that could be concept of computing machines was Charles Babbage, a used to switch states and therefore emulate Boolean condi- British inventor, astronomer, and mathematician. As early tions of true/false, on/off. Up to this point, any attempts to as 1833, Babbage was working on the problem. make a computing device had relied entirely on mechanical Babbage conceived of two mechanical computing devices, the “Analytical Engine” and the “Difference Engine,” both of PROLOGUE components. Using electrical switches made possible smaller, faster, and somewhat quieter machines. p.2-16 3/28/02 10:34 AM Page 7 Humble Beginnings several major innovations in computing including the use of Hermann Hollerith’s 1890 census tabulating machine may binary arithmetic, regenerative memory, parallel processing, not seem important to you, but if you play games on a Windows machine, consider and separation of memory and computing functions.”* For many years the patents and glory went to John that this humble invention was more or Mauchley and J. Presper Eckert, the designers of the ENIAC, less a direct ancestor of the original IBM which for years was considered to be the first all-electronic PC. Hollerith’s company became the computer. It wasn’t until 1973 that a court ruled in favor of International Business Machines Corporation, known more simply as IBM. In the 1930s, IBM funded the development of an Atanasoff as creator of the first electronic computer. Above: Vacuum tubes from the ENIAC era. ENIAC was impressive, however, if only for sheer size. Consisting of 30 separate units, it weighed in at more than electromechanical computer known as the Mark I. By the 30 tons and contained 19,000 vacuum tubes, 1,500 relays, time it was completed in 1944, however, it was already and hundreds of thousands of other pieces. Its electrical obsolete. Already, the speed of innovation was outstripping consumption was a whopping 200 kilowatts, and it required the speed of development. a forced-air cooling system. General Purposes pre–solid state computer, whose model for computer design Like Hollerith’s census tabulation device, early computing is the basis for modern computers. Despite its monstrous size, ENIAC was a modern, machines were designed to accomplish a specific task. However, in the 1930s, British mathematician Alan Turing envisioned a machine whose entire function would be IBM’s original logo, c. 1924. *Source: Iowa State University Web site at http://www.cs.iastate.edu 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 mechanical relays used in previous devices. Their ABC, or AtanasoffBerry 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 Left: 1946 photograph of ENIAC. 7 p.2-16 3/28/02 10:34 AM Page 8 1947: A Tiny Breakthrough The transistor was perhaps the single most important development in the history of electronics. Now electronic Based on experiments in quantum physics, researchers devices that once required a forklift to move could be became intrigued by the predicted behavior of certain held in the palm of your hand. They were more reliable crystals when electricity was run through them. These crys- and produced less heat. The electronics revolution truly tals behaved neither as conductors nor insulators, and came began with the development of the transistor. In 1955, to be known as semiconductors. William Shockley headed Shockley founded Shockley Semiconductor in Palo Alto, one team of researchers that included Walter Brattain and California, which ultimately set the stage for other John Bardeen. The trio of Shockley, Bardeen, and Brattain semiconductor companies to move into the area. Because ultimately discovered how to run and modulate electricity of its flourishing semiconductor industry, the area came through a semiconductor and created the first transistor. to be called Silicon Valley. The first transistor. Shockley and his team at work. Believe it or not, the monstrosity above is a transistorized calculator. 8 HIGH SCORE! PROLOGUE p.2-16 3/28/02 10:34 AM Page 9 A Look at Nearly 30 Years of Integrated Circuits The transistor led to the development of the integrated circuit, or IC, which combined several transistors on a wafer- 1985: Intel 80386 Clock speed: 16-33 MHz 275,000 transistors 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. 1971: Intel 4004 Clock speed: 108 kHz 2,300 transistors 1972: Intel 8008 Clock speed: 200 kHz 3,500 transistors 1974: Intel 8080 Clock speed: 2 MHz 6,000 transistors 1982: Intel 80286 Clock speed: 6-12 MHz 134,000 transistors 1979: Intel 8088 Clock speed: 5 MHz 29,000 transistors 1997: Intel Pentium III Clock speed: 450-600 MHz 9,500,000 transistors 1993: Intel Pentium Clock speed: 60-133 MHz 3,100,000 transistors 1989: Intel 80486 Clock speed: 25-50 MHz 1,200,000 transistors 1993: Intel Pentium Pro Clock speed: 150-200 MHz 5,500,000 transistors 1997: Intel Pentium II Clock speed: 233-300 MHz 7,500,000 transistors In the Background 2000: Intel Pentium IV Clock speed: 400+ MHz 42,000,000 transistors p.2-16 3/28/02 10:34 AM Page 10 Tennis for Two: “Tennis for Two” is the earliest known electronic game. The First Electronic Game? chance to play it. However, Higginbotham had no interest in Tennis for Two was a big hit, and lines formed to get a marketing the idea. For one thing, he later said that if he Willy Higginbotham was a renowned physicist working at had patented the idea, it would have been assigned to the Brookhaven National Laboratories in the 1950s. As a U.S. government and he would have made maybe ten dollars designer of electronic circuits for the Manhattan Project on it. In any case, Tennis for Two remained operational for during World War II, Higginbotham came to Brookhaven two years and was finally dismantled in favor of an exhibit when it opened in 1947. In 1958, as head of instrumenta- that showed cosmic rays. tion design, he decided to put some pop in the annual This is the setup at Brookhaven with several displays, including Tennis for Two (right). 10 HIGH SCORE! The whole thing would probably have been forgotten visitor day by creating a little interactive game using an except that teenager David Ahl saw it on a field trip to oscilloscope, an analog computer, and some basic push Brookhaven. Ahl later founded Creative Computing buttons. The result was a simple tennis game, more than a Magazine, the pioneer magazine of the electronic age, decade before the advent of Pong. Willy Higginbotham’s and wrote of his experience with Higginbotham’s game. PROLOGUE p.2-16 3/28/02 10:34 AM HOW TO Page 11 PLAY BY WILLY HIGGINBOTHAM The display showed a twodimensional 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 position 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 Willy Higginbotham and his schematic diagram for Tennis for Two. At left, Higginbotham’s own description of how Tennis for Two was played. velocity was pre-set. We had controls for velocity but judged that a player would have trouble operating an additional control. 11 p.2-16 3/28/02 10:34 AM Page 12 Spacewar! In Spacewar, two B-movie–style rocket ships (called In the summer of 1961, Steve “Slug” the “Wedge” and Russell* and some friends were trying to figure out how to best demonstrate the “Needle” the new PDP-1 computer that was being because one installed at MIT. In a time when most was shaped computers received input and delivered like a fat cigar and the other output in the form of punch cards or paper looked like a tape, the PDP-1 was remarkable in that it had a long slender tube) monitor display. battled in computer- In a 1981 article in Creative Computing Magazine, J. M. generated space. Players Graetz, one of those involved in brainstorming the idea for would flick toggle switches to make 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 12 HIGH SCORE! 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 novels, Spacewar was the first real computer game, as replaced by a mad scramble of dots to represent the debris opposed to Higginbotham’s Tennis for Two, which used of the destroyed ship. hard-wired electronic circuitry, not a computer, to achieve its A PDP-1 terminal. the ships change direction, and the ships would respond Even in 1962, the programmers/designers were discover- goals, and a model of great game design that’s still fun to ing the trade-offs between realism and playability. Peter play today. The game was programmed into the PDP-1 in Samson decided that the random-dot star map that Russell 1962, and for several years after that it was disseminated to had originally programmed was insufficient. He used a college campuses across the country, ultimately spawning a celestial atlas to program the star map as the actual galaxy number of rather significant ripples in the fabric of down to fifth magnitude stars, calling it (with typical hacker space/time or, more importantly, in the history of electronic humor) “Expensive Planetarium.” Another student added a games. Among the many whose first influence could be gravity option. Another added a hyperspace escape option, traced back to Spacewar are Nolan Bushnell, founder of complete with a nifty stress signature to show where the Atari, and Joel Billings, founder of SSI. ship had left the system. The problem with hyperspace was PROLOGUE 3/28/02 10:34 AM Page 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.” Steve “Slug” Russell and friends playing the original Spacewar game. In the late 60s or early 70s, while hanging around at the Stanford University Student Union, I happened upon 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 more than a TV-like screen and some buttons. It was, in fact, Spacewar, although by that time, the original toggle levers had been replaced by buttons. It also featured other 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 crowds six deep around the machine, and a satellite monitor had been mounted high on the wall so people could watch the games in progress. I wish I had understood what Nolan Bushnell had known when he saw the same game at the University of Utah. It represented the beginning of a new era. (RDM) “ p.2-16 Galaxy War, a version of Spacewar, appeared on the Stanford University campus in the early 70s and may be the first coin-operated electronic game, as it may have been on display and open for business even before Computer Space and Pong. Reputed to be the original PDP-1 of Spacewar fame, now residing at the Computer History Museum at Moffet Field in Mountain View, California. 13 p.2-16 3/28/02 10:34 AM Page 14 Games on the TV? Fox and Hounds “With that simple Today it seems obvious that television sets were designed for arrangement, we playing games. Right? Well, in the early days of TV, it wasn’t played a ‘Chase obvious—except to one engineer, Ralph Baer. Baer is a con- Game’ in which we summate inventor, and, convinced that games and TVs were pretended that one made for each other, he became the “Father of Video Games.” spot represented a After a stint in Army Intelligence in World War II, Baer The original notes from the bus station where the first idea of video games was formally documented. obtained a degree in television engineering. His goal was to spot represented a ‘hunter’ or a ‘hound.’ The object of the build television receivers. By 1951, he was working at Loral, game was to have the ‘hound’ chase the ‘fox’ until he then a small military contractor. He was given the job of ‘caught’ him by touching the ‘fox’ spot with the ‘hound’ spot. building the “best TV set in the world.” At that early date, It was primitive, all right, but it was a video game, it was fun, Baer was already thinking about building TV sets with and we were encouraged to forge ahead.” games built in. “Somewhere along the line I suggested that we might Until this point, the entire effort was unofficial and had game! That got the predictable negative reaction, and that nothing at all to do with the work he was supposed to be was the end of that!” doing. But Baer figured that he now had something to show, so he invited Herbert Campman, the company’s thought to the matter, but in 1966, he was still just about the corporate director of research and development, to see only one doing so. Working at the time for another military what he and Tremblay had created. The response was contractor, Sanders Associates, Inc., he scribbled some notes positive, and Baer received his first funding for the in a bus station in New York, and on Sept. 1, 1966, he wrote project—$2,000 plus $500 for materials. a four-page paper outlining his ideas for a TV game system. innovation involved a toy gun, and Harrison designed some ic of his proposed system. circuitry that allowed it to shoot the dots on the screen. “Now we could ‘shoot’ at that spot, and when we ‘hit’ it, the on the screen. One of Baer’s early decisions was spot disappeared from the screen. Having the other player to send the signal through the antenna input move the spot rapidly and randomly around the screen gave (the only one available) and to use channels 3 us a moving target. Gun games were born!” and 4, which are the channels still used today for video game consoles attached to the TV. Baer got Bob Tremblay involved, and PROLOGUE Bill Harrison joined the team in January 1967. Baer’s next Within five days, he had completed a schematThe first task was to make something appear 14 HIGH SCORE! Shooter include some novel features, like adding some form of TV It wasn’t until 15 years later that Baer gave serious Below: Ralph Baer surrounded by his inventions. fox and the other 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 Tremblay built a vacuum tube device that with creating games to be played over cable TV. New could place two movable spots on the screen. people joined the project, including Bill Rusch, who had p.2-16 3/28/02 10:34 AM Page 15 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 Box By 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 The “Fox and Hounds” game hardware. 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. Above: Ralph Baer’s 1971 patent for “Television Gaming and Training Apparatus.” Above left: Ralph Baer with Odyssey Game, 1972. The first home video game system, the Magnavox Odyssey, was launched in 1972. The Odyssey’s legacy was farreaching. Although it was a marginal The Brown Box system that became the Odyssey. 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 p.2-16 3/28/02 10:34 AM Page 16 out. I originally planned to do it based on a Data General Sometimes a Great Notion 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 computer 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 T he first part of Nolan Bushnell’s story takes place monitors smarter, taking over tasks. Then I had my real in the mid-1960s. The day Nolan Bushnell first epiphany. ‘Hell,’ I thought, ‘I’m not going to use the Data encountered Spacewar was the day that may have changed General. I’ll do it all in hardware.’ So I went from using a history. It was on the campus of the University of Utah. The $4,000 computer to maybe $100 worth of components.” discovery was especially fortuitous because Bushnell not creating the whole thing in hardware. But he still had to what it could become. find a way to market it. How that came about was another Bushnell reveals, “In some ways I was smitten by Spacewar not just because it was fun to play, but I also saw commercial bit of serendipity. “I had a dentist appointment and my dentist had another opportunity; I knew how much good games earned. But it was patient who worked at Nutting & Associates. I was chatting something I put at the back of my mind. It was running on an with the dentist through a mouthful of cotton about what IBM 7900 or something like that. A big IBM machine. Certainly I was working on. He said you should talk to this guy. And too expensive to be feasible economically. “Now fast-forward to me coming to California in 1969 that’s how I first heard about Nutting. They were a company who had done one product and were in trouble. They were to work at Ampex,” continues Bushnell. “I was an amateur- not particularly successful at that time; they were looking for ranked Go player, and one of the guys I played Go with anything, so they jumped at it. Maybe a stronger company worked up at the AI lab at Stanford. He told me about the would not have taken the risk.” Spacewar game they had and I told him, ‘I played that in Computer Space released in 1971. It is widely considered an college. I’d like to see how it works.’ So he took me up unsuccessful debut, but it did make money, and, more impor- there one evening and we played a lot of Spacewar. That tantly, it gave Bushnell some idea of the demographics of rekindled my enthusiasm for the game and my belief in video arcade games at a time when there was no such thing. its commercial potential.” Bushnell’s first project was Computer Space, a single- “Computer Space did very well on college campuses and in places where the education level was higher. However, there player version of Spacewar that he created in his spare time. weren’t any arcades as such back then. You had to put machines For his workshop, he converted his daughter’s room, and in bowling alleys and beer bars. That was the market. If you two-year-old Britta slept in the living room. couldn’t do well in Joe’s Bar and Grill, you had no chance. “My original plan was quite different from how it turned 16 HIGH SCORE! Ultimately, he completed the design of Computer Space, only recognized a good game when he saw it, he knew PROLOGUE Computer Space did horribly in the typical American beer bar.”