Videogames as we know them were born in September 1972, when a guy named Nolan Bushnell convinced the owner of a bar in Sunnyvale, California to let him put a weird machine in the corner next to the jukebox. But let’s jump back for a moment to get some context here.
When Nolan Bushnell was in college, he had studied electrical engineering at the University of Utah. As such, he spent a lot of time with computers: in the 60s, the technology was still nascent; computer science was barely a field, and it was exclusively the domain of techy college kids, egghead professors, and brainy researchers.
Back then, there was no such thing as a PC; the machine Bushnell used at school was a room-filling mainframe system, and though it was both absurdly large and absurdly expensive, it wasn’t much better than a modern calculator. But there was one thing it could do that a modern calculator can’t: it could play Spacewar.
Spacewar was the first videogame ever made by anyone. It was written in 1962, on a PDP-1 mainframe, by a bunch of MIT students. They had programmed the thing in their free time. Like, for fun. Think of these guys as pioneers: they were the original computer nerds.
Anyway, Spacewar was an elaborate game meant to be played by two people; it simulated a duel between two spaceships. One player controlled a thin, pointy ship called the Needle, and another player controlled a short, fat one called the Wedge. The Needle’s goal in life, its sole reason for existence, was to destroy the Wedge. The Wedge’s one true calling, its God-given destiny, was to destroy the Needle.
Both the Needle and the Wedge could fly around a screen – the world’s first computer monitor had actually been made just for Spacewar - and shoot missiles at each other. Making the scenario a bit more interesting, a star was nearby: its gravitational pull tugged at both ships and players had to compensate accordingly for this as they flew around, adjusting their momentum this way and that, all the while trying to blow up the other ship.
Spacewar became so popular that Digital Equipment Corporation, the company that manufactured the PDP-1, began using it internally to test their machines: under the hood, Spacewar actually made some pretty demanding physics calculations, so the game served as a good diagnostic test for the hardware.
Soon, the Spacewar program was built into every new PDP-1 sold. People at universities and research labs all over the country began to play it, and one of those people was Nolan Bushnell.
Though he was an engineering major, Bushnell had the mind of a businessman: when he saw Spacewar, he immediately felt the game had commercial potential. He founded a company called “Syzygy,” which released a version of Spacewar that had been squeezed down and rewritten to run without needing a mainframe; this new version could fit into a small cabinet that could be set up in, say, a bar, alongside a pinball machine. This new game was called Computer Space.
Bushnell shopped Computer Space around to various bars and restaurants – any establishment that he thought might be interested – and while he did make some sales, Computer Space ultimately didn’t make much money. The game was just too much. Bar patrons might sidle up to one of the machines and drop in a quarter out of curiosity, but the overly-complex rules were a turn-off. Maybe they would play Computer Space once, but they wouldn’t play it again.
Unfazed, Bushnell moved to California and started another company called “Atari,” with the intention to start over, this time by designing a heavily stripped-down and simplified Computer Space: a straightforward, no-BS game that would, he hoped, suck quarters down like a goddamn vacuum cleaner. Bushnell delegated this task to Allan Alcorn, one of the first engineers Atari had hired. The game Alcorn came up with was called Pong, and the first Pong cabinet was what Bushnell placed in that Sunnyvale bar thirty-six years ago.
That Pong cabinet proved to be incredibly popular: legend has it that the machine broke after just a couple of weeks, and when Alcorn came in to fix it, he discovered that it had short-circuited because it was jammed with hundreds of quarters. Atari started mass-producing Pong cabinets, then designing more games, and the rest was history.
But Pong itself isn’t much: it’s basically a digital version of table tennis. This is the way it works: one player controls a paddle on the left end of the screen, and the other player controls one on the right. A little ball bounces back and forth between the paddles. The goal, just as in table tennis, is to keep returning that ball. If a player misses, the other player gets a point, and whoever ends up with the most points wins.
The now-famous instructions printed on the Pong cabinet said it all. Instead of the paragraph of text that Computer Space needed to explain itself, Pong just needed a single line: “avoid missing ball for high score.”
It’s tempting to say that Pong was ground-zero of videogames. This is, in fact, sort of the conventional wisdom, and I, in particular, would look kind of like an ass to say otherwise, because I wrote an article based on this exact premise a few years ago.
But, you know what? That was a few years ago! And what I said there is still true, because Pong is a great, illustrative way to talk about what videogame “narrative” is (and what it isn’t), et cetera. But there’s more to it than Pong: there’s a nuance.
Spacewar, Computer Space, and Pong are not “really” videogames in the way most people think of videogames because of something kind of obvious: something so obvious that it’ll seem dumb for me to mention it at all, but I’m mentioning it anyway. The thing is, these games are not really videogames because they are fundamentally about competition between two players.
The “game” component never quite enters into it, and as such, Spacewar and its progeny are a little closer to board games or sports than they are to what we’ve come to think of as “videogames.” With Pong, say, the ”game” is not something you can interact with. It’s just a spartan table-tennis framework that exists for you to try to kick a friend’s ass.
There is nothing inherently wrong with this: this is a workable paradigm that plenty of successful modern games use and, if nothing else, it shifts hella units: these days, thirteen-year-olds pretend-killing each other in Halo on Xbox Live are a pretty-incredibly lucrative demographic for the videogame industry. But this ain’t the whole story.
The next logical step after Pong was Breakout. The game was apparently Bushnell’s own personal idea: he envisioned a one-player version of Pong and told some of Atari’s designers to make it so. And thus, in 1976, Atari put out Breakout.
Instead of two paddles on either end of the screen, Breakout features one paddle on the bottom of the screen and a brick wall on top, with two adjuvant walls on the sides. Since boucing a ball against a static brick wall would get old fast, someone decided to make the wall’s individual bricks destructible: so every time you get the ball to hit a brick, it disintegrates.
The goal is to destroy all the bricks, and to do that, you have to think about the ball’s angle and ricochet it off the walls, as though you’re playing some bizarre verison of billiards.
When you destroy all the bricks, you’ve completed level one, and the wall reappears. When you destroy all those bricks a second time, you’ve completed level two.
After that, you’re done. You’ve finished the game. No more bricks will ever appear. The ball’s just going to bounce off the side walls, forever. Or until you get off the machine and let someone else try, at least.
Of all Atari’s “classic” games, Breakout has had the most longevity. This is partly because I see versions of that damn thing everywhere – my cell phone came with a version of it, and so did my iPod – but mostly for another reason that I’m going to hold off on discussing for a moment while I change gears, because there was another step after Breakout, and that was Space Invaders.
Space Invaders is a little different from Breakout in that it wasn’t designed by Atari at all but rather by a guy named Tomohiro Nishikado who worked for Taito. Taito was a Japanese company that originally made vending machines and ukeboxes, but that decided to branch out and make games in the early seventies, because hell if that Pong-fueled international videogame craze wasn’t gaining steam.
The first game Taito put out – also designed by Nishikado – was a simple Pong clone called Soccer; the second was Space Invaders. Nishikado has claimed, in interviews, that just as Soccer is a carbon copy of Pong, Space Invaders is a carbon copy of Breakout: he says they’re pretty much the same game, except maybe Space Invaders is a little better-looking. The man has no idea what he’s talking about.
Space Invaders, which came out in 1978, is one of the most terrifying videogames ever, but this is not something that sinks in immediately.
In terms of structure, the game is indeed similar to Breakout. As the player, you control what is essentially a Breakout paddle with a laser gun of some kind mounted on it, so instead of sliding a paddle back and forth and letting a ball bounce off of it, you slide this laser-paddle back and forth and hit a button to fire shots. Instead of bricks, you have several rows of aliens at the top of the screen. (And it must be said: those aliens are actually rather adorable: they’re the reason why I say Space Invaders is merely “one of’ the most terrifying videogames ever, as opposed to “the” most terrifying game ever – because the game can only be so scary and oppressive when those aliens are so damn cute.)
When the game begins, those aliens start slowly moving in formation. They glide back and forth, and, more importantly, they glide down. As they glide, they fire shots at you. If a shot hits you, you will explode and die, so you have to dodge as quickly as you can, while shooting back. Every alien you hit explodes. Once you clear the whole screen of aliens, a second wave appears, analogous to Breakout‘s level two.
The catch, though – the huge, significant thing that makes Space Invaders fundamentally different from Breakout – is this: the aliens never, ever stop coming. There’s always another wave, and the next wave always moves a little more quickly than the one before it.
At the beginning of the game, there are some bunkers set up between you and the aliens, and they’re not much, but you can slide under them to take some limited cover if you need to. But as the space invaders continue their descent, and as they keep firing shots, these bunkers slowly disintegrate. Eventually, once you’re a few waves in, those bunkers are gone and they will not ever come back: so you’re naked. It’s just you and the aliens.
What makes Space Invaders so chilling is that you cannot win. You will never be able to win, because the game goes on forever. There’s always another wave of aliens up ahead and eventually they will grind you down.
Eventually, they’ll be moving so fast that it won’t be physically possible for you to dodge them quickly enough. Your human reflexes will fail you, because they have limits. You’ll explode and die. You’re fighting a futile battle, and every time you play the game, before even putting your quarter in, you know you will lose.
There are other videogames that invoke this same existential horror.
Tempest (1980, Atari) involves flying a spaceship through levels and destroying your enemies. The game seems to have a fixed number of levels, but when you finish all of them, they just repeat, only now the enemies are faster. The levels will never stop repeating, until you’re dead.
Missile Command (1980, Atari) has you defending six cities from missiles by intercepting them before they can hit. The game ends when all six cities are wiped out. This will always happen eventually. It’s just a question of when. You can’t save them.
Robotron 2084 (1982, Williams) apparently tells the story of a future in which robots have turned on their human masters. You play as a human in the center of the screen who just gets mobbed by wave after wave of robots, until you’re dead. As in Space Invaders, all you can do is try to beat your adversaries down enough to maybe get a high score, but you will always, eventually, die.
There haven’t been a lot of videogames like this since the early 80s. Since then, the Breakout structure has really taken over. Pretty much every single-player videogame released today is achievement-oriented rather than survival-oriented: they’re concerned with throwing discrete, manageable challenges at you until you reach some kind of ending.
But between Pong, Breakout, and Space Invaders, you’ve pretty much got three categories into which you can stick any videogame you want. And when you trace a line from Spacewar to Computer Space to Pong to Breakout to Space Invaders, that’s about as complete a history of videogames as you’ll get. There are other details, yeah, but I think that link from Space to Space – from War to Invaders - covers the big picture.
I don’t know. Even though Breakout‘s spiritual successors have taken over, I’m pretty fond of Space Invaders-style masochism. About a week ago, I acquired an Atari 7800 – pretty exciting – though I didn’t get around to plugging it in and turning it on until today.
It was a little complicated. The audio/video cable coming from the 7800 wouldn’t fit into anything on the back of my TV, so I had to go to Radio Shack to grab a coaxial adapter. The controller is a little janky, too, but apparently Sega Genesis controllers actually plug right into those old Atari consoles, which sounds insane, but is kind of amazing if it’s true. I don’t have my Genesis in my apartment at the moment, so I’ll take care of that later.
The game I got the 7800 with was Centipede (the actual 7800 port, rather than the 2600 one), and don’t get me wrong, I love the hell out of some Centipede, but as a shallow consumerist American I’m perpetually dissatisfied and always want more than what I’ve got.
So, yeah, I drove to a used videogame store in Shawnee Mission, Kansas, and yeah, behind racks and racks of Xbox and Playstation titles, past the Genesis carts, past the SNES section, and at the bottom of a shelf of Dreamcast and Saturn and 3DO games, was a lonely shelf lined with Atari cartridges.
There weren’t a lot of them, but most of them were in great condition and each one was ninety-nine cents, which is my kind of price. You can’t beat that shit. And, yeah one of them was the home port of Space Invaders. It ain’t no perfect port, to be sure, but, hey, it’s Space Invaders, man.
I sometimes wonder what it would have been like to have grown up in the late seventies or early eighties; to have played all this stuff when it was new, before broadband and wireless and headsets and HDTVs and Xbox Live and “downloadable content,” all of this the culmination of the years of technology since Space Invaders.
As it is, the low-fidelity of this Atari stuff has a weird charm to it. My television gives off this hissy whine when I turn it on with the 7800 plugged in; the games look flickery and weird on it, grainy and gritty and analog. Ugly as sin, too, but that goes without saying.
Yet there’s a certain timelessness to stuff like Space Invaders. I don’t mean that in some stupid, hokey “because it’s such a classic” or whatever sense. I mean that in the sense that these games will go on forever. When I turn the system on and watch the static on my TV assemble itself into the shape of Space Invaders, and when I pick up the controller, I know I’m going to lose, every time. The game will last longer I will. There’s poetry in that.