Attract Mode: The Rise and Fall of Coin-Op Arcade Games
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From their haunts in the shadowy corner of a bar, front and center at a convenience store, or reigning over a massive mall installation bursting with light, sound, and action, arcade games have been thrilling and addicting quarter-bearers of all ages ever since Pong first lit up its paddles. Whether you wanted a few minutes' quick-twitch exhilar
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Attract Mode - Jamie Lendino
Attract Mode
ALSO BY
JAMIE LENDINO
Breakout: How Atari 8-Bit Computers Defined a Generation
Adventure: The Atari 2600 at the Dawn of Console Gaming
Faster Than Light: The Atari ST and the 16-Bit Revolution
Attract Mode
The Rise and Fall of Coin-Op Arcade Games
Jamie Lendino
Steel Gear Press
Audubon, NJ
© 2020 Jamie Lendino. All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from Jamie Lendino or the publisher.
Steel Gear Press
PO Box 459
Audubon, NJ 08106
Printed and bound in the United States of America.
Edited by Matthew Murray.
Cover photo by Dean Notarnicola.
While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.
ISBN: 978-1-7323552-2-4
Library of Congress Control Number: 2020917411
To Mom and Dad
> Contents
Introduction 9
1 Press Start 15
2 Breakout 53
3 Invasion 81
4 Fever 111
5 Fireball 147
6 Light Speed 183
7 Race 211
8 Crash 251
9 Continue 289
10 Brawl 325
11 Fight 347
Epilogue 367
Acknowledgements 373
Bibliography 375
Notes 387
Index 403
About the Author 417
> Introduction
In the Golden Age of arcades, video games were more than pop culture—they were portals to the future. Shooting galleries and claw machines seemed archaic next to the video arcade’s sizzling colors and animated attract mode screens. Subdued room ambience accentuated bright, backlit marquees, displays, and coin boxes. Buttons with flashing red LEDs looked like rocket ship controls. The sharp, neon lines of vector graphics drafted a perfect, minimalist design language.
More distinct than the visuals were the sounds. Video game coin-ops together formed this dissonant mashup of explosions, laser blasts, computer music, and synthesized speech. The ominous, walking bass lines of Asteroids and Space Invaders stood out the most. You could feel the pulsing in your gut as you scanned the floor to see which games were in the room, and which of those were unoccupied, waiting for the next quarter. Play a game and the feel of the vibrating cabinets and custom controls—different from game to game—made for a new kind of amusement park ride.
Even finding just a couple of new arcade games was terrific. I grew up in Brooklyn, and for a time it seemed as if cabinets were everywhere: crammed into the local pizza place or bodega, tucked inside a bowling alley, adjacent to a miniature golf course, or underneath an elevated subway station, one of many street spots.
Sometimes one or two new coin-ops would surprise you in a store you hadn’t been to recently.
The rest of the country saw a wider variety of locales, including college campuses, airports, and bus depots. Hotels kept them in recreation rooms off the lobby, sometimes with a pool table or next to the gym. Indoor malls included larger, independent arcades along with chain locations such as Time-Out. The biggest were housed in their own buildings, destinations all their own.
Real arcades were the most fun because they had dozens of machines. They were always crowded, usually with a lopsided mix of teens and adults. Often one person played a game as a few others watched, sometimes to crib strategies, sometimes with a quarter on the lower-left corner of the screen to show they had the next game. To a 9-year-old in 1982, this was all amazing—and maybe a little overwhelming. But the more I played, the more I thought that this, the arcade, was where everything was going.
I wasn’t alone. Amusement industry pundits marveled at the rapid rise of video games. At the height of the arcade’s popularity in the early 1980s, the average coin-op raked in thousands of dollars per year for the operator and store proprietor, both of whom shared in the profits 50-50—much more than a jukebox, pool table, or pinball machine would earn.¹ But to a kid already dreaming of video games and science fiction worlds, arcades weren’t just the sensation of the moment. It was easy to see where this was going, in my not-yet-mature brain: lifelike graphics, three-dimensional holograms—maybe even on actual spaceships. This was the age of the Space Shuttle, after all, where dreams of exploring the moon gave rise to possibly visiting other planets—even other worlds! Somehow, I figured, arcade games would be part of all of this.
Or so I thought. As we all know, that’s not what happened. Instead of arcades becoming society’s premiere form of entertainment, the entire phenomenon came and went. One day, video arcades just disappeared from the collective consciousness. Sure, they existed after the market crash and are still around, sort of, as family establishments, retro-themed bars and taverns, and fixtures in some collectors’ basements. But the heyday of the video arcade ended suddenly and irrevocably. Decades later, I’m still stunned at the way things turned out.
What the Heck Happened?
From their inception in the early 1970s, video games transformed the arcade and amusement industry. The video game explosion occurred in many forms simultaneously, from university mainframe systems to home consoles and personal computers. But it was the arcade that led the way, thanks to massive hits such as Pong, Space Invaders, Asteroids, and Pac-Man.² Coin-op manufacturers such as Atari, Midway, Exidy, and Centuri marketed their new machines not to gamers, but to the proprietors of these establishments. The brochures promised operators the games were reliable and would increase revenue. Vendors touted self-test modes, difficulty tuning, and maintenance and repair options. The ads were much less about the games themselves.
But the arcade made the games what they were. The environment, the cabinet designs, the control panels—all were hugely important and are not easily modeled in an emulator setup. Today it takes only seconds to fire up an arcade-perfect
game of Asteroids on your home computer—an incredible development, and one we only dreamed of during the Golden Age! But the way you rotated your ship with two buttons instead of a joystick, the cabinet vibrations from the sounds, and the faint trails of the afterglow from the vector graphics all made a real difference in how you played the game. The same went for the variously sized and calibrated trackballs in Missile Command versus Centipede; the specific wheel, pedal, and stick shift configurations found in Pole Position or Turbo; and the sophisticated flight yoke in Star Wars: The Arcade Game, a controller that also found its way onto Paperboy cabinets for a different purpose. The video arcade environment, including its social and public aspects, often made the biggest difference of all.
In short order, arcade machines migrated out of bars and found their way into all manner of locations large and small. They became fixtures in local restaurants, office lobbies, and corner delis. And then, after an explosive period of growth right up until 1982, and even more quickly than they had risen, the coin-op as cultural zeitgeist disappeared. Sure, arcades have stuck around in one form or another ever since, and the early 1990s saw a brief resurgence in popularity. But the glory days of arcades ended fast and hard in 1984. They never returned.
To take the 10,000-foot view, what happened seems simple in hindsight: Video games came home. Cartridge-based consoles such as the Atari Video Computer System (2600) gave way to increasingly impressive systems closer to arcade cabinets in graphics, sound, and gameplay, if not controls and the overall visceral and social experience of being in the arcade. It wasn’t just newer game systems such as the ColecoVision and the Atari 5200 SuperSystem, but it was also home computers that offered increasingly sophisticated, deeper titles, plus a dizzying array of other software, often for not much more money than a console. Arcade games remained a step ahead in graphics and sound quality for several decades, but as new generations of home systems appeared, the gap narrowed and narrowed until it no longer mattered. Video games were still as popular as ever, but there was little reason to venture out to an arcade with a pocket full of quarters that would only amount to an hour or two of playtime.
Why You Should Read This Book
The home video game revolution is one obvious explanation for what happened to arcades. But there’s much more to the story. What made the video arcade first appear? How did the games capture players’ imaginations? How did they evolve? What about all of those late-1980s and early-1990s games that originated in the arcade, supposedly after its heyday? And what did it take to seal the video arcade’s ultimate doom? There had to be more to it than an industry crash and new generations of consoles such as the Nintendo Entertainment System (NES) and the Sony PlayStation—and there was. This book tells that story.
Attract Mode covers the Bronze Age (1971–1977), the Golden Age (1978–1984), the Platinum Age (1985-1991), and the Renaissance (1991–1994). Both arcades and video games have a bit of earlier history, and we’ll sprint through that B.C. period (Before Computer Space, naturally)—just a few pages, to get us as fast as possible to the good stuff. Then the narrative will progress game by game in an approximate chronological order, because the games are what tell the history of this loosely correlated, hugely important period of time. The treatment for each game will focus on its significance in the context of the video arcade, even in cases where it seemed derivative. For example, Galaxian was much more than a clone of Space Invaders, and not just because some of the aliens broke away.
Throughout, I’ll maintain a near-relentless focus on the video arcade and the games themselves. You’re here because playing Defender and Space Fury is awesome—not because you want to read four pages about some executive’s childhood years. I’ll cover how the largest companies started, of course, but only briefly. As is probably obvious by now, I’ll target coin-op games—not arcade-like games played on home systems, and not conversions of arcade games. I’ll briefly touch on home conversions only to note something significant, such as an indicator of the coin-op’s popularity.
I’ll cover every major arcade development as we go through the timeline, both with firsts
and first popular
examples of key milestones as well as how they changed arcade gaming for the better. Bonus rounds, continues, high score initials, AI behaviors, cooperative play—all of it had to come from somewhere. Arcade games were defined by their simplicity, intuitive and customized controls, addictiveness, and sheer difficulty. The average game lasted two minutes, more or less. If you had never played one before, you’d be lucky if you got 30 seconds out of it. They could be brutal. Most arcade cabinets included hidden adjustments, such as toggles for the number of lives you received on a single quarter and at what score you would earn a bonus life. But these were for the operator and under lock and key, used to tune the game’s difficulty to maximize revenue in specific locations as locals became better at the game.
Conventions
Each game’s subhead will include the name of the game, who developed it, who distributed it in the U.S., and the year it was released. As with many things about the old days of video games (and computing in general), the exact date something was released isn’t always known, and often several sources from the time period disagree with each other. Sometimes it was by region (e.g. the American version arriving several months later than in Japan, and from a different manufacturer), and sometimes it was a difference between the introduction at an industry event and its appearance in local arcades. For our purposes, it doesn’t matter if a certain coin-op hit the market two weeks before or two weeks after another one did, given the vagaries of distribution, delivery, and someone plugging in the thing and bringing it up. In the cases where it does matter, such as when the first
of something appeared, I’ll clarify or condition it in the text.
As with all discussions of the past that can also apply to the present, tense can be a difficult subject. In this book, I’ll keep just about everything in the past tense, including when discussing how a game was played, even though you could walk up to a surviving or restored example of that machine and play it today. I’ll only shift when it’s natural to do so, such as things we’ve learned since and in retrospect.
Looking back at what now seems a fleeting moment in time, the 270-pound arcade machines were everywhere. When the local bodega or pizza shop switched out an older game for a brand new one, it was an event. This book is about both the arcade games themselves and the arcade phenomenon as it rose and fell.
1 > Press Start
The video arcade of the late 20th century seemed like a modern evolution of the amusement park. But the concept was much older, and the coin-ops that went into arcades were older still. A popular pastime in late-18th century Europe was bagatelle, a wooden countertop game that resembled pool. Unlike outdoor sports of the time such as ground billiards or bowling, people could play bagatelle even when it was raining. Players began fixing the pins
to the table so it was easier to start new games, eliminating the need to walk around the table and clean up all of the knocked-over targets and obstacles each time. A later variant called Billard japonais, or Japanese Billiards, swapped the cue stick for a plunger and a spring. And in 1871, a British inventor named Montague Redgrave patented the spring launcher and pioneered the use of a marble for the ball.¹ Soon, coin-operated versions of bagatelle tables covered in glass joined other amusement and slot machines in retail and restaurant locations across America.
The newfound success of the coin-op industry could be attributed to the Great Depression. Worsening economic conditions made it difficult for most Americans to spend money on leisure activities. But these machines were affordable, costing just a nickel or even a penny per play.² Arthur Paulin and Earl Froom began selling Whiffle, the first coin-operated pinball game, in 1931. You used a plunger to launch the balls one at a time onto a glass-covered sloped surface, which contained several dozen pins arranged in three concentric circles and scoring pockets.³ Whiffle’s popularity led others to try their hand at making machines, but David Gottlieb nailed the formula later that year with Baffle Ball, the first hit
coin-operated game. One penny gave you either seven or 10 balls, depending on the model; the scoring pockets were arranged as a baseball diamond. You could also bump the table in order to nudge the ball where you wanted it to go.⁴ There were still no flippers or bumpers, and you kept track of the score yourself. But people loved playing it nonetheless, and the machines were reliable enough to stand up to daily abuse. Gottlieb manufactured the machines on an assembly line, an industry first. At one point, Gottlieb was shipping 400 Baffle Ball cabinets per day and is rumored to have sold some 50,000 units.⁵
Other individuals and companies furthered the pinball art. In 1932, an entrepreneur named Harry Williams began buying used pinball games and redesigning the playfields. He developed a mechanism to cause the machine to end the game when it was tilted
too much, and later refined its design to an internal pendulum device.⁶ The next year, Williams unveiled Contact, the first electric pinball machine. It had scoring pockets that would knock the ball back into the playfield. Ray Maloney made a table called Ballyhoo, and soon renamed his company Bally after that machine became a huge seller. Chicago Coin released Beam-Lite, a 1935 table that was the first to use colored light bulb covers. The table saw sales of more than 5,000 units.⁷ Before becoming a jukebox giant, David Rockola also made his own pinball games.
These and other developments in the 1930s soon resulted in an arcade industry boom. The Great Depression led to several innovations in low-cost amusement devices that could earn their owners significant revenue. People down on their luck could buy a few machines at a price of $20 each (or even less, in some cases), become entrepreneurs, and get a decent return on their investments from the coin boxes.⁸
But penny arcades never shook the seedy image of peep shows and the kinds of clientele they would attract. By default, pinball was associated with that sort of thing, just thanks to its proximity to slot machines on the arcade floor. The biggest threats to pinball’s reputation, though, were shady slot machine manufacturers that built pinball-like gambling machines called pay-outs.
These reeked of organized crime. To combat it, states passed laws outlawing not just those machines but all kinds of pinball games to protect impressionable
women, children, and minorities.⁹ After a six-year fight, New York City mayor Fiorello La Guardia banned pinball in 1942. In short order, he had 2,000 pinball machines confiscated and destroyed, and he donated the metal scraps to the war effort. La Guardia made a big PR spectacle out of the ban and even demolished several confiscated machines himself for the cameras.
Figure 1.1: Early pinball tables, such as this 1933 Bally Rocket payout table, were constructed of wood and metal, with fixed pockets, a plunger, and a metal ball. Note the lack of flippers.
The shadow of organized crime would hang over pinball for decades to come, but the industry managed to absorb the blow of the bans. First, legit manufacturers Gottlieb and Bally joined the war effort by manufacturing airplane parts and munitions for the Armed Forces.¹⁰ After 1945, they soldiered on along with Williams Electronics in an amusement market diminished by the war. In 1947, Gottlieb’s Humpty Dumpty table introduced the flipper, which added an element of skill much more consequential than the plunger. This new play mechanic let manufacturers demonstrate to authorities and politicians the games weren’t about gambling. Operators began affixing For Amusement Only
stickers to machines to indicate the premises were clean. In 1956, a federal court distinguished between games of chance, such as bingo, and skill-based flipper games, which were not regulated as gambling machines.¹¹ Pinball manufacturers, preferring the flipper design and its non-gambling connotations, were able to convince politicians to lift the bans on a state-by-state basis throughout the next two decades.
In the 1960s, pinball enjoyed a surge in popularity that resulted in the opening of new arcades both inside major cities and in suburban sprawl. Pinball machines became common on college campuses. Giant shopping centers and malls arose with game rooms and family entertainment centers. These helped shed some of the arcades’ negative connotations.¹² More than anything, the emerging industry struggled for legitimacy, just as earlier carnivals and turn-of-the-century penny arcades had.¹³ Pinball games had become an important part of popular culture, as encapsulated in The Who’s 1969 hit Pinball Wizard.
Electromechanical Games
Evolving alongside pinball was the electromechanical game, which fused mechanical games with electronics. This allowed for the introduction of such components as motors, switches, resistors, solenoids, relays, bells, buzzers, and lights for a more immersive experience. One example of what could be achieved with an electromechanical design was the earliest arcade racing game. Drive Mobile, which International Mutoscope Reel Company released in 1941, put you on a road
affixed to a rotating cylinder in the console. The upright design, already looking like a video game cabinet would later on, displayed a giant static map above the road and a steering wheel below. You had to race from New York to Los Angeles in 60 seconds without going off-road. Each time you reached a new city, the corresponding location on the map lit up, a bell rang, and your score increased. A two-player version was released in 1948, and a sit-down cabinet followed in 1954.¹⁴
Between the 1940s and the 1960s, other manufacturers joined in with their own electromechanical creations, spanning diverse genres such as shooting, baseball, pool, and bowling. In 1966, Sega introduced the surprise hit Periscope. This giant shooting-gallery contraption combined plexiglass waves and ships, lights and sounds, and electronic controls that resembled those of a submarine. Like Drive Mobile, the game was designed as an upright cabinet, in this case with a steerable periscope in the center of the view. Soon, some operators raised the price of the game from 10 to 25 cents, making Periscope the first coin-op to cost one quarter per play.¹⁵ Taito Trading Company countered Periscope in 1967 with Crown Soccer Special, a two-player table game that used pinball flippers and electronically controlled players.
More sophisticated racing games soon followed. In Chicago Coin’s Speedway, released in 1969, players controlled a race car and had to avoid opponent cars projected onto a screen displaying a road background. Speedway looked a lot like a prototype video arcade coin-op, with its upright cabinet, yellow marquee, three-digit scoring, coin box, steering wheel, and accelerator pedal. Allied Leisure’s 1970 release Wild Cycle, a daredevil motorcycle game, may have been the first coin-op to feature background music, in this case via an embedded eight-track player inside the cabinet. In 1972, Bally unveiled Hill Climb, which put you in control of a motorcycle climbing a steep and rugged hillside. The terrain was depicted with a miniature model bike riding
on the surface of a rotating drum painted in greens, tans, and browns. The controls consisted of handlebars with a twist control on the right side to govern your speed.
Figure 1.2: Periscope marked a turning point in the development of electromechanical games that began to resemble what we now call an arcade coin-op.
Like pinball games, electromechanical games were profitable for operators, if somewhat unreliable thanks to all of their moving parts. Nonetheless, entrepreneurs strove to make the most of the available space in their arcades. They arranged the machines in rows or clusters, ensuring there was plenty of extra room for customers to walk around or observe games in progress. Even with new machines such as the above, an arcade in the early 1970s would still look the same as it did years earlier: stocked with pinball machines and electromechanical games. You could try your hand at becoming a pinball wizard, race a car around a track, shoot at wooden ducks, and more. This coincided with the arrival of the air hockey table, patented in 1969 by three employees of Brunswick Billiards. The pool table manufacturer installed the addictive game in arcades, pizza places, and other establishments, and within five years the sport had its own first championship tournament in New York City.¹⁶
Arcade Origins
Pinball machines were not the first coin-ops, and the rooms that housed them were not the first arcades. So-called novelty machines were popular as far back as in the late 19th century, mechanical pastimes that included fortune tellers, vending machines, and slot and dice games. Inventions also included some seedier ideas such as the love tester,
which would measure one’s sex appeal or abilities in the sack, and the mutoscope, a mechanical peep show.¹⁷ Some delivered electric shocks to participants, supposedly as a health benefit. (It’s safe to assume they may have caused a few problems as well.)
Entrepreneurs in North America and Europe began to establish large venues as a kind of evolution of the traveling carnival, fixed locations where they could display many machines together and attract more customers for higher profits. In cities, shopping arcades emerged, enclosed passageways between buildings lined with plate glass store windows that displayed the latest consumer goods produced as a result of industrialization.¹⁸ These developments dovetailed with the invention of the phonograph that served as a jukebox, and the kinetoscope, which let a single person at a time view a short film, or motion picture.
¹⁹ Shop owners played musical recordings in store windows and added novelty machines to draw in customers. Soon, thousands of people would visit inexpensive amusement centers that popped up in cities around the country.²⁰ Between 1905 and 1910, the centers became known as penny arcades, reflecting the price of most of the attractions.²¹ Later additions included coin-operated small shooting games, automatic scales, and punching bags.²²
Interest in arcades began to soften after the development of projected film and the rise of movie theaters with large screens. When penny arcades flourished, a few key people such as Marcus Loew built fortunes that they later used in the film industry, while others competed with vaudeville houses and burlesque theaters.²³ Slot machines were in high demand in bars and stores. As automobiles became more common in the 1920s, a new kind of operator emerged who would maintain a truck delivery route to install and service machines in small-town restaurants, bars, and other retail locations.²⁴ Novelty game manufacturers developed new coin-operated attractions, from Gottlieb’s Husky Grip, which tested a player’s strength, to games such as mechanical horse racing, hunting, baseball, hockey, soccer, gun fighting, and larger shooting galleries.²⁵ These skill-based games led to a new kind of 1930s arcade, such as the Sportland franchise in New York City.
Adjacent to games and the biggest earner in the 1940s and 1950s was the jukebox, found in restaurants, diners, malt shops, and even bus stations. Operators paid store owners a portion of the proceeds to keep their equipment there, maintain it, empty the coin boxes, and put new records in the jukeboxes to keep people interested and keep earning money for the owners.²⁶ Some of the machines were called wall boxes, often seen in restaurants when patrons sat in a booth, browsing and choosing some music to listen to while they ate.²⁷ The jukebox industry dovetailed nicely with electromechanical games and pinball, and by extension, the modern concept of the arcade.
Video Game Origins
The video game age began in 1958 with a bored nuclear physicist. William Higinbotham, of Brookhaven National Laboratory on Long Island, New York, decided to create a game to liven up the dull presentations the lab offered on public visitor days.²⁸ He repurposed the lab’s Donner Model 30 analog computer to plot the trajectory of a tennis ball instead of missiles; interfaced the computer with an transistor-based oscilloscope to use as a display;²⁹ and added two lines, to depict the ground and the net, and a dot to represent the ball.
Higinbotham unveiled the game to the public in October 1958 at the lab’s annual open house. Two lab visitors at a time could play each other using small boxes wired to the computer. Each box had a knob to control the angle of the shot and a button to hit the ball.³⁰ People loved it. It was the first computer game made to entertain, instead of to educate or demonstrate some technology.
Inklings of video games had appeared earlier than Higinbotham’s creation, though none had the real-time control of a picture. During the 1940s, academic researchers and engineering students first began fiddling with new ways of interacting with electronics and computers, hulking, room-filling machines found in just a few colleges lucky enough to afford one. This occurred in tandem with the advent of operations research, a new field dedicated to running war simulations on computers. These programs weren’t fully realized video games—most surviving nonmilitary examples were ways to play chess using the computer. In 1947, Thomas T. Goldsmith Jr. and Estle Ray Mann, two employees at DuMont Laboratories in Passaic, New Jersey, filed U.S. Patent 2455992 for a Cathode-Ray Tube Amusement Device.
The invention simulated an artillery shell arcing toward targets on a cathode-ray tube (CRT) screen, and that could be controlled with knobs to change the shell’s trajectory.³¹ No actual prototype was ever built,³² though, and the concept languished.
In 1950, Canadian engineer Josef Kates designed a tic-tac-toe game called Bertie the Brain. It used a keypad and nine light bulbs that would light up panels for the Xs and Os, and the computer opponent used AI to make its moves. The next year, Ferranti unveiled the Nimrod Digital Computer as part of the Festival of Britain, a 1951 World’s Fair–type national celebration. It was a giant contraption that played an ancient strategy game called Nim to teach people about how computers worked. It also used light bulbs as a display, in this case to simulate the play pieces. That year also saw the introduction of Oliver Aberth’s bouncing ball program on MIT’s Whirlwind, possibly the first example of real-time graphics. In 1952, a Cambridge PhD student named A.S. Douglas programmed Noughts and Crosses (tic-tac-toe) on the EDSAC, a British mainframe, as part of a thesis on human-computer interaction. This one displayed graphics, but they didn’t move. William George Brown and Ted Lewis developed a pool game at the University of Michigan in 1954 on the MIDSAC, a unique mainframe. The program simulated the movement of balls on a pool table when struck with a cue stick.³³ It may have been the first computer software that could track the movements of multiple objects. It’s possible other examples of video-game-like programs existed as well, and that were lost to time.
Some dispute Higinbotham’s game, later dubbed Tennis for Two, as the first video game. It lacked scoring and a timer; the game just went on until the next two lab visitors wanted to play. And it didn’t use a real video signal from a television set—something even Higinbotham’s son has argued.³⁴ Various factions point to this or that example as the true first.
But Tennis for Two was nonetheless the first video game you could play in real time, or at least the start of one.
Later, Higinbotham set up the game on a larger display. In 1959, he added some astronomy demonstrations that also proved popular with visitors. His creation never made it out of the lab, and the various components of Tennis for Two were dismantled and used for other things—the same fate that befell most early examples of video games.³⁵ Higinbotham later wrote that he considered the game he created a minor
achievement. He said he wanted to be remembered as someone who fought the spread of nuclear weapons rather than the inventor of a computer game. Besides, no scientist or engineer worth their salt thought a multimillion-dollar computer should be used for entertainment.³⁶
Figure 1.3: The video game age began in 1958 with Tennis for Two, an oscilloscope-based game two players could control in real time. Credit: Brookhaven National Laboratory
It was because of Tennis for Two, though, that the simple, human act of recreation would never be the same.
Spacewar!
At MIT in the late 1950s, the denizens of the Tech Model Railroad Club tinkered with the underside electronics of the club’s railroad table with reckless abandon. They hacked in new routes, lights, and wiring to run the trains different ways. Soon the appeal of the university’s homegrown TX-0 computer beckoned, and they began hacking that instead—and later, a Digital Equipment Corporation PDP-1, which MIT installed in September 1961.³⁷
Both computers were next-generation, transistor-based systems that didn’t quite take up an entire room the way earlier vacuum-tubed models had, even if they were still tremendous by today’s standards. Because they no longer required punch cards, the TX-0 and DEC PDP-1 meant users didn’t have to navigate the bureaucracy of self-appointed guardians that restricted access to the university’s IBM systems³⁸, and could instead program their own tools and algorithms. This hacking included more pedestrian uses, such as a program called Expensive Desk Calculator.
³⁹ The DEC PDP-1 also tempted with its Type 30 Visual Cathode-Ray Tube monitor that could display detailed vector graphics.
An MIT student programmer named Steve Russell had already established himself coding the first implementations of the recursive LISP computer language that kickstarted the field of artificial intelligence. He soon found himself working on what would become the greatest known hack—an actual game two people could play using the computer. Soon, other programmers chimed in, as was customary for any good hack. They added a star at the center with its own gravity pull, and they cobbled together some rudimentary control boxes to make it easier to play.
Russell and a team of other MIT and Harvard programmers debuted Spacewar! at MIT’s Science Open House in May 1962. It pitted two spaceships against each other until one vanquished the other with missiles. Each player controlled a ship using four flip switches on the PDP-1: rotate left, rotate right, thrust, and fire torpedoes. The missiles and ships left beautiful glowing trails as they moved, an artifact of the CRT’s design. The tube was designed for radar scopes and employed a coating with two layers of phosphor, a bright blue one for freshly activated blips and a dimmer, greenish one for decaying blips in a faded afterglow.⁴⁰
Spacewar! was the world’s first complete video game, and the first one where the players’ skill and reflexes mattered. It ate up countless hours of computer time—still shared, and still something you signed up for on a scheduling sheet. Students played the game at all hours of the day and night. Soon DEC, appreciative of quality free code and impressed with what the MIT students had made, began shipping the Spacewar! program with its PDP-1 models. Field engineers used it as a test whenever they set up a new installation in universities and corporations around the country. Students at other universities began to play the game in their own college labs as well.
In 1969, PLATO programmer Rick Blomme created a text-based Spacewar! running on top of a Seymour Cray–designed CDC 1604, a miraculous accomplishment given the system’s antiquated storage and time-sharing OS. The game used X and O characters for the ships and included a fuel mechanic, if not much else. The code had to run within the limits of the hardware and the phone lines and depended on PLATO’s Fast Round Trip algorithm for responsive keyboard input.⁴¹ Many rudimentary computer games, all text based, had also appeared by this point. But Blomme’s dedication to porting the world’s first skill-based video game to a system that had no business running one illustrated the power of this new medium.
Meche:Users:jamielendino:Library:Mobile Documents:com~apple~CloudDocs:Projects:Book 2 2600:Inline Images:Chapter 1:Air-Sea Battle 2018-03-01 14.52.53.pngFigure 1.4: Spacewar! running on a DEC PDP-1 in 1965. Credit: Kenneth Lu, licensed under CC BY 2.0.
It was just a couple of years later when video games made a giant leap from the research lab to the arcade, laying the groundwork for a new industry and a new way of life. The arcade would fast become the way most people were exposed to video games. Relays and solenoids would give way to circuit boards and phosphors.⁴² And these video games would set standards and establish conventions still used to this day.
Syzygy
Nolan Bushnell was born in 1945 near Salt Lake City. A natural tinkerer even when young, he fell in with a local ham radio operator who taught him all about how the radios worked. He became the youngest ham radio operator in Utah. When Bushnell was 15, his father died, and Bushnell took over his cement business—quite a job for a teenager.⁴³ In college, he worked part-time at an amusement park, learned all about the business, and became a manager. In his college computer lab at the University of Utah, he played Spacewar! on the mainframe. He realized it would make the perfect amusement park game if he could figure out how to build one for less than the price of a current-model DEC PDP-8, which cost upwards of $120,000 in the mid 1960s.⁴⁴
Bachelor’s degree in electrical engineering in hand, Bushnell went to work for Ampex, the original videotape company, in Sunnyvale, California. By 1970, he started to design a Spacewar!-like game.⁴⁵ He tried numerous ideas, including incorporating a minicomputer with terminals for a multiplayer game, but all were too expensive. Instead, Bushnell and his friend and Ampex coworker Ted Dabney developed a prototype arcade game using on the cheap using transistor-to-transistor logic (TTL), sometimes called discrete logic.⁴⁶ The two designed and hand-soldered a circuit board that generated a playfield and enemy saucers using raster graphics, which divided up the screen into a grid of pixels and was less expensive to produce than vector graphics on an inexpensive black-and-white television.
100 percent of the video games up until 1977 used my discreet logic technology…that I had a patent on,
Bushnell said.⁴⁷
The resulting game was so compelling, Bushnell saw his techie friends camping out in his yard for a chance to play.⁴⁸ To formalize their new business venture, in October 1970 Bushnell, Dabney, and fellow Ampex engineer Larry Bryan started an outfit called Syzygy.⁴⁹ The name came from the word for three celestial bodies in the sky lining up, such as when the moon, the sun, and Earth are in eclipse.
People would look at you like you had three heads,
Bushnell said of describing the game. ‘You mean you’re going to put the TV set in a box with a coin slot and play games on it?’
⁵⁰
They shopped their game to various investors to no avail. So to build the product, they met with Dave Nutting, who ran a local novelty and quiz coin-op game manufacturer. Soon, the first electronic video arcade game in history entered production, kicking off the Bronze Age in our timeline.
Computer Space (Syzygy/Nutting Associates, 1971)
Your goal in Computer Space was to destroy two enemy flying saucers before they destroyed you or the clock ran out. The 13-inch black-and-white television monitor depicted a star field, with three two-digit numbers on the right for the rocket score (the player); the saucer score (the computer); and the elapsed timer. You could see the individual points of light that made up the rocket and saucers, with a tiny bit of space surrounding each one. The saucers were quite good at chasing you, so it took considerable practice to avoid their shots and fire off some of your own. When the timer hit 99, if you had more points than the saucers, you’d start again on a reversed playfield where the sky was white and the star points were black.
Meche:Users:jamielendino:Library:Mobile Documents:com~apple~CloudDocs:Projects:Book 2 2600:Inline Images:Chapter 1:Air-Sea Battle 2018-03-01 14.52.53.pngFigure 1.5: An early brochure advertising Computer Space.
The game’s curvaceous, lightweight fiberglass cabinet was finished in attention-grabbing, metal-flake paint that could be ordered in blue, yellow, white, or red. The silver control panel had four square, black, spring-loaded buttons for rotating the rocket left and right, thrusting, and firing torpedoes. Colorful lights above the buttons indicated what each one did. The control panel also held a coin slot, a coin-return plunger, and a white button to start the game. One quarter was required, a price that soon became the standard for arcade games.
Computer Space didn’t ignite the industry on its own. Nutting Associates churned out some 1,500 examples, some of which brought in good revenue. But the company couldn’t convince enough bar and tavern owners and operators to take a chance on it.