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Player 1 Stage 1: Bits From the Primordial Ooze

In the beginning, there was nothing. Well, actually, there was pinball, Skee-Ball, some shooting gallery games, a few nickel peep-show machines and those mechanical genies that would guess your weight and give a glimpse of your future. But it was probably pretty hard trying to beat your buddies at who weighs less.


Tennis For Two - Higinbotham/BNL 1958

Willie Higinbotham and the Paleolithic "PONG"

History records that, technically speaking, the very first interactive game displaying graphics on a screen is Naughts and Crosses, aka OXO, written by PhD student A.S. Douglas at Cambridge University in 1952. The Tic-Tac-Toe game is displayed on the sparse 35x16 pixel CRT screen connected to the rather massive EDSAC mainframe computer unique to the university. However, one must advance another six years to find real-time, moving objects on a screen, a game that is even remotely recognizable as what we would refer to today as a video game. While it is as far from the eventual commercial videogame systems that come later as a walk in the park is to a walk on the moon, a physicist trying to make the public tour of his lab a little more exciting to bored visitors designs what some consider a precursor videogame system in 1958. Working at Brookhaven National Laboratory, a US nuclear research lab located on the site of the old Camp Upton Army base in Upton, Long Island, William Alfred Higinbotham notices that people attending the annual autumn "visitors' day", held to show the public how safe the work going on there is, are bored with the displays of simple photographs and static equipment, displays that are purposefully obtuse to avoid revealing U.S. nuclear secrets. "Willie", as he is invariably known around the lab, is born in Bridgeport, Conn. in 1911, the son of a Presbyterian minister. Graduating from Williams College as a physics major, he continues with graduate studies at Cornell University. From there he joins the Radiation Laboratory staff at MIT as an electronics specialist. 1941 sees Higinbotham ensconced with a team of scientists on a top secret radar project, which results in U.S. warplanes equipped with the first airborne radar systems. In December of 1943, Higinbotham is assigned to the Los Alamos research facility in New Mexico, where he helps build timing circuits, essentially the trigger for the Manhattan Project, and is actually witness to the first detonation of the atomic bomb. This terrifying event would shape Higinbotham in later years, becoming a strident opponent of the use of nuclear weapons and their proliferation, as well as advocating strict civilian oversight of atomic power via the Atomic Energy Commission, which he helps to create. Joining BNL when it opens in 1947, by 1958 Higinbotham is a 47 year-old, bespectacled, chain-smoking, accordion virtuoso, fun-loving character and self-confessed pinball player who wants to develop an dynamic open house exhibit that will entertain people as they learn.

Tennis, Anyone?

Reading a description in a manual, Higinbotham discovers that analog computer at the facility, the Donner Analog Computer Model 30, can be used to calculate ballistic missile trajectories. His idea is to modify the desktop-sized computer in the lab to display the trajectory of a moving ball on an oscilloscope, the direction of which users can control, creating a game resembling tennis. As head of Brookhaven's Instrumentation Division, and being used to building such complicated electronic devices as radiation detectors, it's no problem for Higinbotham, along with Technical Specialist Robert V. Dvorak who actually assembles the device, to create in three weeks the game system they name Tennis for Two, and it debuts with other exhibits in the Brookhaven gymnasium at the next visitor's day on October 18, 1958. In the rudimentary side-view tennis game, the ball bounces off a long horizontal line at the bottom of the oscilloscope, and there is a small vertical line in the centre to represent the net. Two boxes each with a dial and a button are the controllers...the dials affect the angle of the ball trajectory and the buttons "hit" the ball back to the other side of the screen. If the player doesn't curve the ball right it crashes into the net. A reset button is Tennis for Two - Higinbotham/BNL 1958also available to make the ball reappear on either side of the screen ready to be sent into play again. No score is tabulated, and it is displayed in glorious phosphor monochrome on a puny 5" oscilloscope screen, but it is still a big hit with everyone who visits the display. Hundreds of people crowd around waiting in line for hours to play it, while the static exhibits of other scientists sit ignored.

Tennis for Two - Higinbotham/BNL 1958 Tennis for Two - Higinbotham/BNL 1958
No Patent Sought

The game reappears for the next year's open-house in 1959, and modifications include a larger 17" monitor to display the action, a button to increase the "force" of a serve, and changeable gravity effects to show what it would be like to play tennis on another planet. After this final appearance, the system is then dismantled and its components put to other uses. Higinbotham doesn't market or copyright his invention, thinking the idea so obvious as to be not worth pursuing. But his testimony is called upon years later during legal attempts to break the Magnavox videogame patent obtained through the development of their Odyssey home videogame system. While Higinbotham's set-up would seem to predict electronic ping-pong games such as those featured on the Odyssey and in Atari's PONG, the courts eventually rule against it as a viable videogame system and every company hoping to enter the videogame market ends up paying some sort of settlement to Magnavox.

In the Courts

The exact nature of "Tennis for Two" has been called into question by some; Brookhaven National Labs and David Ahl both uphold Higinbotham's accomplishments. Ahl recalls playing the game during his tour of Brookhaven in his teens as a Grumman scholarship winner, during one of the open houses at Brookhaven. He goes on to found Creative Computing, an early, influential magazine on the industry. On the other side is Ralph Baer, filer of the first home videogame patent for what would become the Odyssey. During many years of litigation defending his patent, Baer learns of Higinbotham's creation, and he describes it as a simple, oscilloscope-based ballistics demonstration. It has also been stated by David Potter, a colleague of Higinbotham involved in the initial development of Tennis for Two, that a high school student attending the demonstration of the game seemed particularly interested in its design. So much so that he later requested the schematics, schematics that Higinbotham then provided. Later it is learned by the pair that this young man grew up to become president of one of the first companies producing TV games in the PONG era. The name of this precocious entrepreneur, and how his involvement might have been overlooked during the Magnavox litigation, is lost to history. Unfortunately, the man at the centre of the "PONG" controversy cannot speak for himself: William Higinbotham, first chairman of the Federation of American Scientists and owner of 20 patents concerning electronic circuits, passes away from emphysema on November 10, 1994, at the age of 84.


Multimedia:

Images

            


Videos
Tennis for Two - BNL 1958




External Links:

Brookhaven National Laboratory - www.bnl.gov

Acknowledgements - Some images and information came from the following sources, in no particular order:

(Inert links are kept for historical purposes)
Low Bit Games - William Linn - muzak.timesup.org/Obsolete/lectureBolt.html
Pong: The official site devoted to the PONG story - www.pong-story.com/
Video Games: "One More Patent Couldn't Hurt" - library.thinkquest.org/21798/data/tqmainsite/videogame/info_page1.htm
Brookhaven National Laboratory - www.bnl.gov
Computer History Museum - www.computerhistory.org
Atomic Fragments: A Daughter's Questions, by Mary Palevsky - www.ucpress.edu/books/pages/8743/8743.intro.html
Video games turn 50 - CBC News - www.cbc.ca/news/technology/story/2008/10/15/tech-games.html
Tribute to William Higinbotham, Inventor of PONG - fas.org/cp/pong_fas.htm
The Origins of Video Games - eci2.ucsb.edu/~geoff/origins.html
The Real PONG FAQ - gamma.nic.fi/~mikkohoo/peijoonit/pongfaq.htm
DOE Research and Development Accomplishments - kratos.osti.gov:85/

North Adams Transcript, "Secretary McNamara, Gen. Norstad, 6 Others Honored by Williams", pg. eight, June 10, 1963
Independent Press Telegram, "Wonderful Willie from Brookhaven" by Robert P. Goldman, pgs. 17 - 18, May 18, 1958
Altoona Mirror, Obituaries, "Video Game Pioneer", pg. B3, November 16, 1994


Supercade, by Van Burnham, MIT Press 2003, pg. 28


High Score! 2nd edition, by Rusel Demaria & Johnny L. Wilson, McGraw-Hill/Osborne 2004, pg. 10

Plus interviews with:
Ralph Baer
William B. Higinbotham


Defender - Williams 1980

Spacewar! - Higham Institute/MIT 1962

Wedge vs. Needle

PDP-1 - DEC 1960
PDP-1 CRT
Alan Kotok, Steve Russell and J. M. Graetz play a game of Spacewar! at Boston's Computer Museum in 1984
 

At MIT circa 1961 there's a group of hardcore computer nerds calling themselves the Tech Model Railroad Club, and for an offchute group known jokingly as the Higham Institute (an apartment building located on Highham St. in Cambridge, Mass.), activities include obsessively discussing the novels of E.E. "Doc" Smith, considered the grandfather of the literary SF genre. They dream up wild fantasies of special-effects-ridden movie sequences based around the writer's Skylark and Lensman novels, containing descriptions of vast interstellar spaceship battles. Then comes word that MIT's aging transistorized TX-0 mainframe computer, located in Building 26 on the second floor Research Laboratory of Electronics (RLE), is getting a slick new companion: the relatively svelte Digital Equipment Corporation PDP-1. Not only is this new computer sexily compact, it also revolutionizes the computer industry by allowing a single programmer in front of its control panel to have complete access to the processor, as opposed to the prevalent idea of time-sharing computer power. Previous demonstration programs (like at Brookhaven, they are developed for public open house purposes) for the TX-0 had consisted of on-screen bouncing balls, user-built mazes for electronic mice to run around in, and the venerable Tic-Tac-Toe. A TMRC brainstorming session is called to create a truly taxing demo program for the enhanced capabilities for the PDP-1. Present are Wayne Witanen and J. Martin Graetz, along with 25 year-old Steve Russell, an AI specialist known as Slug by his buddies due to his tendency to procrastinate. During bull-sessions at the Higham Institute, they recall E.E. Smith's epic space battles, and develop the idea to pit two spaceships with limited fuel supplies against each other in a missile duel. The program becomes Spacewar!, the world's first fully interactive Spacewar - Russell/MIT 1962videogame, with Russell as main programmer.

Waging Spacewar!

Two spaceships called the wedge and the needle, according to their shapes, are rendered in rough outline graphics. Other programmers throw aid to Russell, including a sine-cosine routine from Alan Kotok, and a very realistic star field backdrop program called Expensive Planetarium by Peter Samson. Dan Edwards develops the accurate gravity effects in the game, centered around a bright sun at the center of the screen which would draw in ships and shots alike. Graetz develops the Hyperspace feature, which can be used to get a player out of scrapes by disappearing and then randomly reappearing on the screen, but as often as not it put him right back into trouble. By spring of 1962, the game is completed, weighing in at a grand total of 9K. Fed into the PDP-1 via paper tape input and viewed on the attached CRT screen, Spacewar causes a sensation at MIT's Spacewar - Russell/MIT 1962 annual Science Open House, and a scoring system must be introduced to limit people's time at the control switches used to play. History is also made by two Spacewar addicts at MIT who wire together the first gaming joystick devices to replace the control switches. Spacewar is such a huge hit with the computer community that copies are quickly spread around to other educational facilities in the U.S. across the then burgeoning Internet precursor ARPAnet, and DEC even uses the program to demonstrate the capabilities of the PDP-1 to new clients and includes it free with every installed system. The fervor over the game among nerds at MIT causes the school to take the step of banning Spacewar, outside of lunch breaks and after work hours.

Once again, just like Willie Higinbotham, Russell doesn't seek to copyright or patent his work. Not only would seeking royalties contradict the hacker ethos revered by these early computer geniuses, but also likely is the fact that the system Spacewar is running on is the size of three refrigerators and costs $120,000. Due to its ubiquitous nature and public domain status, the game will end up as the foundation of the entire videogame industry and one of the most copied concepts in videogame history. It inspires arcade translations such as the first commercial arcade game, Computer Space, as well as Space Wars and even Atari's Asteroids, to home console games for systems like the Atari VCS and Odyssey².


Multimedia:

Images
          
Video
Spacewar! - MIT 1962




External Links:

Online Spacewar! - lcs.www.media.mit.edu/groups/el/projects/spacewar/


Acknowledgements - Some images and information came from the following sources, in no particular order:

(Inert links are kept for historical purposes)
video games - www.farm.de/x/time/60b.html
PDP-1 Plays at Spacewar - 1962 Decuscope newsletter article by D. J. Edwards and J. M. Graetz - www.wheels.org/spacewar/decuscope.html
Spacewar - 1972 Rolling Stone article by Stewart Brand - www.wheels.org/spacewar/stone/rolling_stone.html
Computer History Museum - www.computerhistory.org
The origin of Spacewar, by J. M. Graetz - www.enteract.com/~enf/lore/spacewar/spacewar.html
Digital Computing Timeline - www.digital.com/timeline/timeline-57-61.html
Electronic Nation, by Steven L. Kent - www.videotopia.com/edit2.htm
The Museum of Science, Boston - www.mos.org/index.html
videogames.com's History of Video Games - www.videogames.com/features/universal/hov/index.html
Museum of Computing Magazine, "The Mouse That Roared: PDP-1 Celebration Event!", Spring/Summer 2006 Issue, pg. 3
Electronic Games, "Players Guide To Electronic Science Fiction Games", pgs. 35 - 45, Mar. 1982
Hays Daily News, "Forty years of change since 'Spacewar'", by John D. Montgomery, pg. A4, Mar. 31, 2002
Phoenix: The Fall and Rise of Videogames, by Leonard Herman - www.rolentapress.com


Joystick Nation, by J. C. Herz - www.wheels.org/spacewar/joystick_nation.html


Hackers, by Steven Levy, Penguin 2001, pgs. 28, 53, 56 - 69


Supercade, by Van Burnham, MIT Press 2003, pgs. 45, 48

Defender - Williams 1980

Odyssey - Sanders/Magnavox 1972

The First OdysseyRalph Baer

Born in Germany in 1922, Ralph Baer and his family escape amidst the growing Nazi tyranny and emigrate to the United States in 1938, when Baer is 16. Graduating from a correspondence course in radio repair, in 1939 - 40 he runs his own radio repair service in New York City. With the outbreak of the war in Europe, Baer serves three years in the US Army, from 1943 - 1946, the final two years overseas during WWII assigned to Military Intelligence. After leaving the army, via the G.I. Bill, in 1949 he graduates from the American Television Institute of Technology (ATIT) in Chicago with a B.S. in Television Engineering, and in 1951 is employed by electronics communication company Loral, where among other assignments he works on a new TV receiver design. It is during this project that his thoughts turn to the passive nature of television and how to tap into the market of 62 million homes already with TV sets, but his idea of working an interactive game into the design meets with the expected lack of enthusiasm from Loral brass. Moving to New Hampshire based military contractor Sanders Associates in 1966, Baer continues to mull over his interactive television concept and one day while waiting for an associate at a New York City bus terminal he scratches down his concepts for a TV based videogame system, which he Tennis - Magnavox 1972later transcribes into a 4 page paper. In this he outlines a low-cost device for attaching to a standard TV set, along with a list of game categories that would become staples in the industry, such as Action, Puzzle, Instructional and Sports.

Fun In the Game Room

After drawing up a schematic Baer begins developing the system on the side and by late 1966 has a couple of spots of light chasing each other around a TV set. With the help of fellow Sanders employees Bob Tremblay and Bob Solomon, Bear continues his work in a secret lab inside Sanders known as "the game room", to which only he has the key. By December of that year they are ready to demonstrate a system that allows spots to be moved around on a TV screen. By using two circuits known as Spot Generators, they create a simple electronic game of "tag" Football - Magnavox 1972with two spots chasing each other, if one is caught by the other it is wiped out. In January of 1967 Baer puts technician Bill Harrison to work to build the first multi-game unit. It plays chase games, has a light gun and a variety of other simple games. They call the system the Home TV Game. After demonstrating the system to Sander's Corporate Director of Research and Development Herbert Campman, the project is Brown Box prototype - Sanders 1969approved and funds for further research are forwarded. Now working alongside Baer and Harrison is engineer Bill Rusch. Rusch designs a new game, and it is perhaps not surprising that it too harkens back to an archetypal playground activity, using three spot generators to produce two onscreen paddles along with a ball in a game of "catch". Baer and Harrison further refine the play so that the ball can be served from off-screen when it has been missed by a player, creating a simple ping-pong game. In early 1968 Baer files for the first videogame patent, and by the end of that year they again demonstrate the system,capable of switching between ping-pong, volleyball, handball, hockey and even several shooting games to be used with a newly designed light-gun. Further, the games are in colour with FM sound emitted from the TV used, a 17" RCA console. As Baer and his team continue to refine the devices, eyes are turned to the developing cable TV market, with the gaming device bundled into an over-arching, viewer-participatory cable TV system called PCATV or Participatory Cable Television. This visionary system is meant to provide interactive TV games and an automated "impulse buying" at-home shopping system, all through a singular, modular APB or All-Purpose-Box that would hook up to people's television sets. Ultimately this is deemed a bit too far-reaching for the moment, and Baer then gets together with Lou Etlinger, Sanders' Director of Patents. They invite all of the major TV manufacturers of the time to Sanders for a demonstration of the new gaming hardware, in hopes of finding a licensee for the technology. While several companies such as G.E., Sylvania, Philco, Motorola, Magnavox and RCA express interest, there are no takers.

Magnavox Enters the Picture

Bill Benders, a member of the RCA team, is very impressed with the demonstration, and when he takes a Vice President position at Magnavox he convinces the company of the virtues of Home TV Game. A demo by Baer and Etlinger at Magnavox headquarters in Fort Wayne, Indiana further impresses TV marketing division Vice President Gerry Martin, and Magnavox licenses the device and all rights to patents and know-how in 1971. After further development they release the first ever commercially available home videogame system to Magnavox dealers as the Odyssey in May of 1972. But while Baer had envisioned a cheap TV add-on retailing around $19.95, the Odyssey sells for $100. And with the high price of electronic components, the machine's inner circuitry is very limited. While Baer and his team had the various games displayed with backgrounds in colour, Magnavox cuts costs by going strictly black and white and no audio capabilities. The graphics are so rudimentary that the system comes with a set of two sizes of colour mylar overlays to put on the television screen to represent the various playfields, including Tennis and Hockey.  There are 12 different plug-in circuit boards available to make the machine play different games; they also serve as a power switch. Also included are two controllers, rectangular boxes with rotary knobs for vertical as well as horizontal Odyssey - Magnavox 1972control of the player bats. An additional "english" knob allows players to curve the ball vertically after hitting it towards their opponent, which compensates for the lack of any kind of physics model in the ball trajectory. Strangely, budget-conscience Magnavox increases costs by including with the basic Odyssey package a cluttered pack-in kit consisting of the overlays and six plug-in game cards, a pack of playing cards, poker chips, play money, a scorecard (as the machine itself can not calculate or display any scores) and a pair of dice.

Patent Profits

Odyssey controllers Magnavox sells 100,000 units the first year, boosted by a TV broadcast hosted by Frank Sinatra, where he demonstrates the console for the audience. One problem with moving product occurs due to the public's belief, exacerbated by the company's ad campaigns, that the game needs a Magnavox TV to play them. As well, initial distribution is limited to official Magnavox dealers, seriously limiting the Odyssey's sales potential. In total, eventually 333,000 Odyssey units and light rifle packages are sold before the system is discontinued in 1975. Thanks, however, to the fact that they now hold the first videogame patent, along with a number of additional patents covering certain game features common to most of the following sports games, Magnavox is able to collect nearly one-hundred million dollars in license fees and legal judgments resulting from various lawsuits against companies designing their own game systems, including a $700,000 payout from Atari over PONG and foreign rights. After the outbreak of PONG, Ralph Baer's concept of a built-in TV/Videogame hybrid comes to fruition with Magnavox's release of the $499 Model 4305 television set, featuring an electronic ping-pong game available at the touch of a button. Baer himself continues to invent and develop a remarkable number of videogame and electronic toy and game patents, with many ending up on the production line and to great success. Baer's Simon for Milton-Bradley is a particular standout (see below). Some others include a prototypal system to play games through cable TV, the first VCR based "nested data" interactive TV gaming system, the Smarty Bear VCR-cued interactive plush toy, and the Bike Max talking bicycle computer.

 

Multimedia:

Images

          

   

 

Video
Early 70's footage of Ralph Baer and Bill Harrison demonstrating
their TV Game prototype at Sanders.


 

 
 
 

 

 

 

 

 

 
 
A compilation of Odyssey TV ads and appearances

 

External Links:

Ralph H. Baer Consultants - www.ralphbaer.com
Magnavox - www-us.sv.philips.com
Sanders - www.sanders.com

 

Acknowledgements - Some images and information came from the following sources, in no particular order:

(Inert links are kept for historical purposes)
Pong: The official site devoted to the PONG story, by David Winter - www.pong-story.com
Pong-Story : ODYEMU Magnavox Odyssey emulator - www.pong-story.com/odyemu.htm
Ralph H. Baer Consultants - www.ralphbaer.com
Les débuts du Jeu D' - tecfa.unige.ch/etu/E72b/97/Alvarez/act1.htm"
computerspacefan.com - www.computerspacefan.com/
Videotopia - Home Games - www.videotopia.com/games2.htm
GOOD DEAL GAMES interview with Ralph Baer - www.gooddealgames.com/interviews/int_baer.html
BTread Photobucket stream - s14.photobucket.com/albums/a334/BTread/Video%20Gaming/?action=view¤t;=164.jpg
Elder Geek: Magnavox Odyssey Inventor Inducted into Hall of Fame - elder-geek.com/2010/04/magnavox-odyssey-inventor-inducted-to-hall-of-fame/
Electronic Games, "A Decade of Programmable Video Games", pgs. 20 - 23, Mar. 1982
Capital Times (LA Times news wire), "New electronic TV games are sweeping the country", by Margaret A. Kilgore, Feb. 3, 1977
Lima News (AP), "Inventor of tv games has new schemes", by Jules Loh, Jul. 12, 1977
Magnavox Odyssey Page - www.iaw.on.ca/~kaos/systems/Odyssey/index.html
Magnavox Odyssey, by Sam Hart - newton.physics.arizona.edu/~hart/vgh/first/odyssey.html
videogame.com's History of Video Games - videogames.gamespot.com/features/universal/hov
Level Up - Life in the Video Game Ether - blogs.sun.com/ChrisM/entry/my_day_with_a_living
Plus interviews with:
Ralph Baer

Defender - Williams 1980


Computer Space - Syzygy/Nutting 1971

Nolan Bushnell: The Zeus of the Videogame Industry

Computer Space - Nutting 1971While he's attending the University of Utah getting his Bachelor of Science in Electrical Engineering, a young student named Nolan Bushnell spends a lot of his time playing Russell's Spacewar on the PDP-1 mainframe at the university, one of only three educational facilities in the U.S. that has a monitor to display it, due to their computer graphics courses. Working summers as a manager of an arcade in a Salt Lake City amusement park at 19 years old, he becomes convinced of the commercial viability of a videogame like Spacewar, if only the system that ran it could be scaled down from university mainframes and into a more reasonably compact version. He begins an eight year odyssey to do just that: produce an arcade version of Spacewar. He even goes so far as to banish his second daughter Britta to the living room couch so he can turn her room into a workshop to work on the translation.

When Bushnell graduates in 1968, he goes to work in Sunnyvale, California for Ampex, the company that had invented videotape in 1957. His starting salary is $12,000. Fellow co-worker Ted Dabney then joins Bushnell in his quest to create something never before seen, to turn Slug Russell's PDP-1 space warfare extravaganza Spacewar into Computer Computer Space - Nutting Associates 1971Space, a single-player, coin-operated arcade videogame.

"Too complicated for half-pissed bar patrons to comprehend"

When 1971 rolls around Bushnell is convinced that he's on the right track, and he leaves Ampex to work on the Computer Space game full time.  Eschewing a $120,000 computer for the brains of the machine, Bushnell uses hard-wired circuitry for its innards, displaying the video images on a black and white 19" TV set. When he finally completes it that year he finds a buyer in Nutting Associates, a manufacturer of coin-op trivia games.  1,500 of the units are built, complete with a futuristic, fiberglass cabinet that Bushnell designs out of a lump of clay at his kitchen table. Also included is a paint-can for a coin box. It is not, however, the very first video arcade game. Two months previous, Bill Pitts and Hugh Tuck, under the company name Computer Recreations, Inc, install their own arcade game version of Spacewar in the coffee shop at Tresidder Union on the Stanford University campus in California. Called Galaxy Game, it is powered by a PDP 11/20 computer, and costs 10 cents a play, or three go's for a quarter. The game is immensely popular with students at the union, but with a manufacturing price tag of $20,000, it is a one-off machine that can hardly be considered a commercial video game. Refinements later allow for up to 8 consoles to be connected for multi-unit battles. With Computer Space, however, Bushnell can consider himself the creator of the first mass-produced arcade video game. He has also refined the game play of Spacewar, adding UFOs to battle and steerable missiles. His game does not sell well, however.  Bushnell comes to the conclusion that the procedures of using various buttons for the thrusting and rotating of the ships are just too complicated for half-pissed bar patrons to comprehend.  He becomes convinced that any successful video arcade game has to be extremely easy to understand from the get-go.

Spotting Odyssey

When Nutting hears about demonstrations of a home videogame system at the Magnavox Profit Caravan trade show in May of 1972 located in the Airport Marine Hotel in Burlingame California, they send Bushnell to investigate.  There he signs the guest book and plays Ralph Baer's Odyssey ping-pong game for a good half-hour.  When he gets back he tells the company the Odyssey is no Computer Space. Bushnell's exposure to the home system later becomes the crux of a patent infringement lawsuit filed by Magnavox, over Bushnell's next foray into arcade videogames. In a strange twist of fate, Baer is attending a trade show in 1976 and sees Touch Me, a portable light and sound game developed by Bushnell. Baer goes on to develop Simon, a similar product released to great success by Milton Bradley in 1977. A patent issued to Baer and Associates for Simon cites the operating manual for Touch Me.


Atari Continued -->

 

Multimedia:

Images

           

Video
Computer Space - Nutting Associates 1971


 

Acknowledgements - Some images and information came from the following sources, in no particular order:

(Inert links are kept for historical purposes)
Computer Space Simulator by Mike "Moose" O'Malley - move.to/moose
computerspacefan.com - www.computerspacefan.com/
atarimuseum.com - www.atarimuseum.com
Toyadz vintage toy ads - toyadz.com/toyadz/menu1.html
The Galaxy Game - infolab.stanford.edu/pub/voy/museum/galaxy.html
1972 Nutting Associates Computer Space - www.pinrepair.com/arcade/cspace.htm
Pete Ashdown Image Gallery, Pete shakes hands with Nolan Bushnell - pashpics.xmission.com/gallery2/v/ashdownballard/pete/ab-p-videogames/ab-p-vg-nolan/20020412_105904.jpg.html
NNDB - Nolan Bushnell - www.nndb.com/people/451/000024379/


Game Over, by David Sheff, Gamepress 1999, pg. 134 - 136


The Ultimate History of Video Games, by Steven L. Kent, Prima 2001, pg. 31


High Score! 2nd edition, by Rusel Demaria & Johnny L. Wilson, McGraw-Hill/Osborne 2004, pg. 16


Defender - Williams 1980

 

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