Saturday, 17 November 2012

Game History: The Fifties to the Seventies



In It’s beginnings, the history of games is not one of game artists. It’s a history of programmers and computer enthusiasts appropriating serious technology for their own use.
Before the late 1950s, computers were the realm of the military, academics and industry; in 1943 Project whirlwind was created to train fighter pilots, and Colossus was used to break the German’s code in world war two. Big, serious computers like the 1946 Eniac were used to keep track of inventories in large corporations and more often than not took up an entire, large room. Hardly suitable for casual gaming as they required physical reprogramming with cables or transistors until 1951 which saw the first use of magnetic tape as a device to store information and programming with the Univac. It’s around this time when computers started to display screens – cathode ray tubes were used to generate images and from there what we’d think of as the modern computer was beginning to take shape.
In 1952, OXO was created as part of a PhD on Human-Computer interaction by A.S. Douglas at the University of Cambridge. He created it on the Electronic Delay Storage Automatic Calculator (EDSAC) and used it to study Humans and Computers interactions. Coming a full seven years before Space War! OXO allowed the player to use a light pen to play a game of noughts and crosses against a computer. It’s a game played against a computer’s artificial intelligence, I would argue it was the first game, though its initial purpose was not entertainment.
Next came Tennis for Two in 1958, a predecessor of Pong by fourteen years, Tennis for Two simulated a game of Tennis on an Oscilloscope that is similar enough to the later arcade game, except the player viewed the field from the side, rather than above. Using a controller with a dial and a button, the player could control the angle the ‘ball’ flew when it was hit back towards the net (which happened when you pressed the button) it was developed by William Higinbotham as a way to entertain people touring the Brookhaven National Laboratories’ Instrumentation Division and it takes him three weeks. Generally speaking it’s not really a game of much skill – pressing the button randomly will keep the ball in the air and unless you’re doing it yourself there’s no keeping track of the score. (If you’re interested in playing, the above source link links to a page where you can download a remake of Tennis for Two that allows you to play over the internet) The following YouTube video shows you footage of both game play, and also the machine the circuit was made for.



It was as late as 1959 before really interactive, programmed games started to emerge proper. Usually these were designed and programmed on academic computers like the TX-0 at MIT which saw ‘Mouse in the Maze’ which allowed a player to create a maze with rewards and set a ‘mouse’ free to roam in it and ‘HAX’ allowed the user to create various graphics and noises by adjusting two console switches.
Then came Spacewar! ( http://spacewar.oversigma.com/  )In 1961, along with a Baseball simulator created by John Burgeson where the player would pick a dream team for a game then watch as the computer printed out the outcome of that fictional game.  Spacewar! set the tone for many video games to come; Steve Russell wrote Spacewar! on a PDP-1 Digital Equipment Corporation interactive minicomputer. This Computer used a Cathode-ray tube display and a keyboard input. It took about 200 man-hours to program and it allowed for two players to battle each other in spaceships, firing lasers at each other whilst avoiding the sun’s gravitational field.
Steve Russell later transferred to Stanford University where he introduced Nolan Bushnell, the man who would later go on to found Atari (And the Chuck-E Cheese’s Pizza-time Theatres chain) to game programming.

http://www.uvlist.net/game-164857-Space+Travel



In 1969 Space Travel was made for the Multics operating system by Ken Thomson. Though he had to switch halfway through the project to a GECOS operating system of the General Electric GE 635 Mainframe computer due to AT&T pulling out of the MULTICS project. This cost about $75 to run for an hour, which meant he had to switch again to a PDP-7. However in the process of this, they were able to start the development of UNIX and Space Travel, a game that simulated a simple solar system that the player could attempt to explore and even land on these little 2D planets, can be considered the first Application for UNIX.



Then came the first consoles and the early arcade games.

The first coin-operated arcade game was Galaxy game in 1971, and a coin-operated arcade version of Spacewar! was created by Nolan Bushnell and Ted Dabney in the same year. Nutting Associates manufactured 1500 machines of his game under the name Computer Space and although the game was unsuccessful, it paved the way for others to come.
In 1972 then, the same two programmers created Pong with help from Al Alcorn and started Atari computers in the same year. Pong was re-released in 1975 as a home video game.
In 1972 we saw the first videogame consoles for home use. The Odyssey came programmed with twelve games and was released by Magnavox. Players needed to insert a cartridge that contained bridges and extra pieces of circuitry that would essentially re-wire the console so that they could play the desired game. The players also had to tape sheets over their computer as a way to get colours and areas on the video game.
http://news.cnet.com/8301-13772_3-9838693-52.html

 


Though there was a crash in 1977 that stopped eventually by the huge success that was Taito’s Space Invaders in 1978 – a game everyone knows, that allows the player to fend off attacking aliens that descend down the screen towards the little houses your simple spaceship is protecting -  that was licenced to the Atari VCS (Or Atari 2600) and quadrupled the consoles sales (Did you know that because it’s processor’s weren’t powerful enough to run it as intended, space invaders instead rendered the alien graphics faster when there were fewer on screen? This was later kept as a challenging gameplay dynamic.).  This resurgence  in video game popularity meant that developers began once again creating. They created video games that contained the games in the cartridge rather than the console itself and beginning with the Fairchild Video Entertainment System (The VES) plastic cartridges containing ROM chips were used to store game information instead, meaning that a cartridge could be plugged into the console where it would become part of the console’s microcomputer. This opened up a much less expensive way to play games, since there was no longer a need to create a new console for each new game, developers merely had to create a new cartridge.



As this was happening, mainframe computers were being surreptitiously appropriated by students for programming games. This use of very expensive technology blossomed in the early seventies and though many of the titles programmed in this time were lost or not recorded at all (Due to the dubious benefit of using very expensive technology to write the games) We still know of many of the most mainstream games produced in this time. Some Notable examples were Star Trek created in 1971 for Sigma 7 Mini computer at the University of California. This game allowed players to pilot the enterprise and fight Klingons on small maps and on-screen text. Adventure the first text-based adventure game, which could be likened to playing a session of D&D by yourself at a computer (A PDP-10 to be precise). And Multi User Dungeon (MUD) of 1978 which allowed more than one player onto a campaign at once and would pave the way for MMORPGs of the future.
 

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