Why you probably haven’t heard of the video game that started the industry 50 years ago
Before Pong, there was Computer Space, the first commercial video game. Today’s ancestor $ 175 billion industry debuted on October 15, 1971 at the Music Operators of America show in Chicago. Housed in a futuristic-looking cabinet, Computer Space has taken its place alongside the latest jukeboxes, pinball machines and other coin-operated game makers available to arcade and bar owners.
Computer Space, made by the small company Nutting Associates, seemed to have it all. His scenario – piloting a rocket in enclosed space in aerial combat with two flying saucers – seemed perfect for the time. The Apollo Moon Missions were in full swing.
The game was a good match for people who enjoyed sci-fi movies like 2001: A Space Odyssey and Planet of the Apes and TV shows like Star Trek and Lost in space, or those who were enthusiastic about the air combat of the films The battle of Britain and Tora! Tora! Tora! There was even a significant placement of a Computer Space cabinet in the Charlton Heston movie. Omega man.
But when Computer Space was unveiled, it didn’t generate a flood of orders, and no flood ever arrived. It wasn’t until the makers of Computer Space left the company, founded Atari, and released Pong the following year that the commercial potential of video games became evident. The company sold 8,000 Pong units in 1974.
Nolan bushnell, who spearheaded the development of Computer Space and Pong, has repeatedly recounted Computer Space’s poor start. He claimed that Computer Space failed to take off because he overestimated the audience. Bushnell is widely quoted as saying the game was too complicated for regulars in bars, and that nobody would like to read the instructions to play a video game.
As a researcher who studying video game design and history, I found that this is not the case.
In single-player mode, the Computer Space arcade video game pitted the player controlling a rocket against two in-game-controlled flying saucers.
Computer Space was an attempt to market the first popular video game. In February 1962, a group of engineers from MIT created Space war!, a free game for those lucky enough to have access to the few bulky and expensive computers of the time.
The initial design consisted of two ships on a star field background, shooting at each other. It was a technical marvel, but not very rewarding to play until the April addition of gravity and a big star in the middle of the playground.
Around the same time that Computer Space debuted, Stanford University students were lining up for hours in the student union to play another version of Spacewar !, The galaxy game, which was a success as a one-off, prepaid facility just down the street from where Bushnell and his associates worked.
So, was the difference in success between The Galaxy Game and Computer Space a student affair compared to the average Joe? Was a reproduction of Spacewar !, a captivating game with a perfect theme for the era, really too complex for an audience that filled out tax forms without software and found library books using paper index cards?
While looking for my most recent book, How Pac-Man eats, I became convinced that this was not the case. That, on the contrary, the common story of the genesis of the commercial gaming industry is false.
The key evidence that complexity was not the problem comes in the form of Space wars, another version of Spacewar! it was a successful arcade video game released in 1977.
Lack of gravity
Why did The Galaxy Game and Space Wars manage to find an enthusiastic following when Computer Space was not? The answer is that the computer space lacked an essential ingredient that the other two had: gravity.
The Star of Spacewar! produces a gravity sink who gave shape to the playing field by pulling the ships towards the star with an intensity which varied according to the distance. This allowed players to use strategy – for example, allowing players to whip their ships around the star.
Why didn’t Computer Space have gravity? Because the first commercial video games were made using television technology rather than general purpose computers. This technology could not do the gravity calculations. The Galaxy game may have included gravity because it was based on a general-purpose computer, but that made it too expensive to put into production as an arcade game. The makers of Space Wars finally got around this problem by adding a custom computer processor to its cabinets.
Without gravity, Computer Space used a design that the creators of Spacewar! already knew was not working. Bushnell’s story that the gameplay is too complicated for the audience is still repeated most often, but as a former Atari employee Jerry Jessop said The New York Times about Computer Space, “The game was awful.”
Noah Wardrip-Fruin is professor of computer media at the University of California at Santa Cruz.
This article first appeared on The conversation.