The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World (6 page)

BOOK: The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World
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It was a two-player game; there wasn’t enough computing power available to do a decent opponent. I was the first person to not make money on a two-player computer game.

They [the rockets] were rather crude cartoons. But one of them was curvy like a Buck Rogers 1930s spaceship. And the other one was very straight and long and thin like a Redstone rocket. They were commonly called the Needle and the Wedge.

Except for the pacing,
Spacewar
was essentially like the game
Asteroids.
The spaceship controls were four switches. One let you rotate counterclockwise, another was for rotating clockwise, one fired your rocket for thrust, and the last one fired your torpedoes. The basic version used switches on the console, and your elbows got very tired.

—Steve Russell

 

In typical hacker fashion, TMRC members revised
Spacewar.
Some of these additions improved the game so much that they became integral elements. By the time
Spacewar
was finished, Russell’s simple game had an accurate map of the stars in the background and a sun with an accurate gravitational field in the foreground.

I started out with a little prototype that just flew the spaceships around. Pete Sampson added a program called Expensive Planetarium that displayed stars as a background. Dan Edwards did some very clever stuff to get enough time so that we could compute the influence of gravity on the spaceships. The final version of that was done in the spring of 1962.

—Steve Russell

 

Battles took place around Edwards’s sun. The best players learned how to accelerate into the sun’s gravitational field, loop around, and catch slower opponents off guard. Hovering too close or flying into the sun meant death. Another hacker added a hyperspace button. When trapped by an opponent, players could hit the button and disappear. The risk was that you never knew where your rocket would reappear. You could reappear safely across the screen, but you were just as likely to appear too close to the sun to save your rocket.

To add a touch of realism, Russell originally made his torpedoes unpredictable. Most flew straight, but some strayed. Judging players’ reactions, he later recanted, replacing realism with dependability. His final version of the game had straight-flying torpedoes. Beyond these touches, Russell’s primary vision of an outer-space torpedo duel remained intact.

Along with creating the first computer game, the members of the TMRC invented another first in electronic entertainment. Tired of sore elbows, Alan Kotok and Bob Sanders scrounged parts from the TMRC and assembled remote controllers that could be wired into the computer. These remotes were easier to use than the PDP-1’s native controls since they had dedicated switches for every
Spacewar
function, including hyperspace buttons. This was the forerunner to the gamepad.

Though Russell’s amazing hack created a sensation throughout MIT, he never made a penny from it. PDP computers were not a consumer commodity, particularly not arcade machines. “We thought about trying to make money off it for two or three days but concluded that there wasn’t a way that it could be done,” says Russell.

Eventually, Digital Equipment began using
Spacewar
as a diagnostic program for testing equipment. In effect, PDP buyers got the game free.

Steve Russell never graduated from college. He followed a professor to Stanford University and eventually moved into the private sector. In the 1970s, he met another legendary computer wizard.

Steve Russell wound up years later in Seattle, working for a time-share computer company. They would bring in kids after school and have them pound on keyboards to see if they could make the computers crash.

There was only one kid who could crash them no matter what they did. The kid was named Bill Gates. There’s just this interesting little intersection of worlds that I just thought was a really fascinating thing.

—Tom Zito, president, Digital Pictures

 

Spacewar
was the first computer game. Steve Russell made no attempt to copyright his work or to collect royalties from it. He was a hacker and had created his game to show that it could be done.

The people behind the creation of the first video game did not share the Tech Model Railroad Club’s utopian vision. Their capitalistic vision held up better in the courts of law.

The Father of Home Video Games
 

I reported to the executive V.P. He knew what was going on. And he keeps asking me, “Baer, are you still screwing around with that stuff [video games]?” During the first couple of years and later on, I was subjected to his remarks like, “Stop wasting our money.”

When the millions started coming in, everybody remembered how supportive they had been of the project.

—Ralph Baer, former manager of Equipment Design Division, Sanders Associates

 

The first video game was created by engineers at Sanders Associates, a New Hampshire–based defense contractor. Like many large contractors, Sanders had its share of sensitive and top-secret activities. But in 1967, some of the noises coming out of one Sanders research lab had many people wondering what was going on.

For three months there were guitar sounds coming out of the little room on the fifth floor. It sparked all kinds of rumors.

This is a military electronics company. Everything is classified. You don’t walk in and out of any place without having either a key card or keys. And here’s this room with guitar sounds coming out. All sorts of rumors started floating around about what we were doing in there.

—Ralph Baer

 

The Equipment Design Division of Sanders was led by a stern and meticulous engineer named Ralph Baer; a man with a background in radio and television design who had been with the company for more than ten years.

Baer was born in Germany eleven years before Adolph Hitler took power in 1933, and he was largely self-educated. Being Jewish, he was kicked out of school at age fourteen. Two years later, his family moved to America, where he eventually took a correspondence course in radio and television servicing from the National Radio Institute.

Baer had a knack for realizing positive results from unlucky turns of fate. After joining the army in World War II, he studied algebra while stationed in England. One day, after a long study session “in the English mud,” Baer was diagnosed with pneumonia. Three days after he entered the hospital, the rest of his platoon was sent to invade Normandy. He jokes that Algebra II saved his “collectives.”

A year after he returned from the war, Baer enrolled at the American Television Institute of Technology in Chicago. It was his first formal education since being denied schooling in Germany.

After graduating with a bachelor’s degree in television engineering, he took a job with a small defense contracting firm, turning down an offer from CBS because the salary from the defense contractor paid five dollars more per week. Baer quickly developed a solid reputation. When Sanders hired him in 1955, it was to manage a design department with a staff of 200. By 1960, the staff had expanded to 500.

Baer spent more than 30 years at Sanders. The first 15 years were dedicated to military projects. During this time, he weaned himself from vacuum tubes and began working on transistor technology and early microprocessors.

Among Ralph Baer’s best attributes as an engineer was his methodical recording of every step of the inventing process. From the moment he began fleshing out new designs, Baer recorded the entire process, dated it, and filed it away. Because of his meticulous note-keeping, he knows exactly when and where he first got the idea to make games that could be played on a television.

I’m sitting around the East Side Bus Terminal during a business trip to New York, thinking about what you can do with a TV set other than tuning in channels you don’t want. And I came up with the concept of doing games, building something for $19.95. This was 1966, in August.

Now you’ve got to remember, I’m a division manager. I have a $7 or $8 million direct labor payroll. I can put a couple of guys on the bench who can
work on something. Nobody needs to know. Doesn’t even ripple my overhead. And that’s how I started.

—Ralph Baer

 

The first man Baer allocated to game design was Bill Harrison. Once the concepts were roughed out, Harrison, well versed in transistor-circuit engineering, did most of the implementation. Baer describes Harrison as a young, talented technician who had educated himself on the workings of television sets by assembling a Heath Kit television set.

In his younger days, Baer was extremely austere or, as he later described himself, “uptight.” Working with Harrison, he created early video games using a crude mechanism for transferring images onto the television screen. Their game designs, however, lacked entertainment value. The first toy they made was a lever that players pumped furiously to change the color of a box on a television screen from red to blue. Though Baer would later prove to be an excellent electronic toy and game designer, in the beginning his work was more about engineering than game design.

When he first presented his invention to the executive board, including the company founder Royden Sanders, most of the executives felt that Baer was wasting the company’s time. Some suggested that Baer shelve the project. Others wanted to pull the plug on it entirely.

My boss came up to play with our rifle; we had a plastic rifle by then. And he used to shoot at the target spot [on a television screen] from the hip. He was pretty good at it, and that kind of got his attention. We got more friendly. And it kept the project alive.

—Ralph Baer

 

In 1967, Baer added another member to the team—Bill Rusch, who brought a needed understanding of fun and games.

Bill Rusch was an engineer who worked for Herb Campman, the corporate IR&D director. I needed an engineer to work along with Harrison. I wanted
two guys to work the problem, and Rusch came mostly because his boss didn’t want him.

My biggest problem that summer was motivating Rusch. He’d come in at 10 or 11
A.M.
and spend an hour talking; he was lazy and frustrating as hell. Rusch was an extremely creative and extremely lazy, hard-to-motivate guy. Brilliant. Also, he played really hep guitar.

But it’s a good thing we had him, because he helped put us on the map.

—Ralph Baer

 

To keep Rusch productive, Baer allowed him to continue working on a project that involved playing guitar chords through a box that dropped the sounds an octave, changing the notes to the pitch of a bass guitar. With Rusch on board, the games began to take shape. Rusch made a game in which one player chases another player through a maze.

The first ones were all two-person games. Baer’s game machine was not powerful enough to control objects or run any form of artificial intelligence. In May or June of 1967, Rusch suggested a new game in which a hard-wired logic circuit projected a spot flying across the screen. Originally, the object of the game was for players to catch the spot with manually controlled dots. Over time, the players’ dots evolved into paddles, and the game became ping-pong.

So here we had a respectable ping-pong game going, and it wasn’t long before we called it a hockey game. Remove the center bar, which we put up there to emulate the net, and now it’s a hockey game. We put a blue overlay for blue ice on top of the screen so it looked more like hockey. We later added a chroma signal to electronically generate the blue background.

We always had three controls—vertical control for moving the paddles up and down, a horizontal control for moving the paddles from left to right (so you could move close to the net if you wanted to), and what we called an “English control,” which allowed us to put English on the ball while in flight.

—Ralph Baer

 

Sanders Associates had a rough time in the late 1960s, downsizing from 11,000 to 4,000 employees. As a military contractor, Sanders couldn’t suddenly
go into the toy business, so Baer had to find a customer for his invention. He nearly licensed it to a cable company, but the depressed state of the cable industry prevented the deal from ever taking shape. As a last resort, Baer urged his bosses to notify television manufacturers about the project.

He had come up with the right audience. General Electric, the first TV manufacturer to evaluate Baer’s toy, showed some interest. Then came Zenith and Sylvania. Both GE and Sylvania returned for second evaluations. RCA almost bought into the project—contracts were written but never signed.

In 1971, Magnavox hired a member of the RCA team that had nearly purchased the project. He then told other Magnavox executives about the television game he had seen at Sanders. Magnavox arranged for a demonstration of the television game and immediately saw merit in the idea. After months of the team working out details, negotiations were completed and the contract was signed by the end of the year. Production started in the fall, and early units were shown at Magnavox dealerships in 1972. Magnavox called the finished product Odyssey.

Magnavox did a really lousy engineering job—[they] over-engineered the machine. Then they upped the price phenomenally so that the damn thing sold for $100. Here’s this thing I wanted to sell for $19.95 coming out at $100. Then in their advertising they showed it hooked up to Magnavox TV sets and gave everyone the impression that this thing only worked on Magnavox TV sets.

—Ralph Baer

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