One
of the many students playing Spacewar in the sixties was Nolan
Bushnell, future founder of Atari. First experiencing the game while
studying at the University of Utah, he became reacquainted with
Spacewar after moving to California in 1969. Seeing the
enthusiasm of players running the game on Stanford’s computers
inspired Bushnell to create a coin-op version. Working out of his
home, Bushnell struggled to make the game work on a Data General 1600
minicomputer. Unable to get the economics into the black, Bushnell
realized that reproducing Spacewar in hardware, rather than
software, was the answer.
Backed by an investment from
Nutting Associates, Bushnell produced a coin-operated version called
Computer Space in 1971. Housed in a Dali-esque molded
fiberglass cabinet, Computer Space was an ambitious failure.
While the game did well on college campuses, it flopped in
working-class venues where patrons had little patience for the game’s
complicated controls.
Working along parallel lines, Bill Pitts
and Hugh Tuck started a company called Computer Recreations, Inc. in
1971 to create their own coin-op Spacewar. Unlike Bushnell’s,
their version called Galaxy Game, ran on an expensive PDP-11
minicomputer. In 1972, they built a multiplayer unit that operated in
a Stanford coffee shop for seven years.
Later in the decade when the arcade scene was in full swing, Cinematronics produced
another arcade version of Spacewar imaginatively called Space
Wars. Developed by Larry Rosenthal in 1977, Space Wars utilized a
low-cost processor combined with a black & white vector display.
Graetz remembered seeing Cinematronics version of Spacewar
in the seventies. “I got really pissed off about it. I was walking
by one of those arcades that were really common back then and
happened to see a screen that had the Spacewar opening on it,”
he said.
When programming the original game back in ’62 the
creators gave little thought to its financial potential. “There was
a very brief discussion, probably less than a minute, about finding
some way to copyright Spacewar, but there were two things;
one, nobody knew if it was copyrightable, two, it wouldn’t make any
money anyway because the game platform was $120,000,” Graetz
recalled.
Death Match
After completing Spacewar
the idea for a networked game was discussed called Console Oriented
Spacewar. “It never got off the ground, partly because we
had no idea how to do it, and partly because we started drifting to
various other places and other parts of the country,” Graetz
remembered. “But we thought if we could reprogram it for the TX-0,
we had already run a communications link, a serial link between the
two computers, if we could somehow reprogram it so when you’re
sitting at the PDP-1 in front of the CRT and you’re sitting in
front of the CRT at the TX-0 you were looking out into space and
seeing the other guy.”
In Stewart Brand’s December 1972
Rolling Stone article “Spacewar - Fanatic Life and Symbolic
Death Among the Computer Bums”, Russell said, “One of the
important things in Spacewar is the pace. It's relatively
fast-paced and that makes it an interesting game. It seems to be a
reasonable compromise between action - pushing buttons - and thought.
Thought does help you, and there are some tactical considerations,
but just plain fast reflexes also help.”
To say that
Spacewar was ahead of its time is an understatement. It would
be almost thirty years before its multi-player “death match”
style play would become commonplace. “Using the computer as the
game board, rather than as one of the participants, was brand new,”
Graetz said. “This was the first time anyone had developed a game
that treated the computer as the game board and you played against
someone else.”
Incunabula
“We were just having fun.
There was no inkling that computers would develop the way they
would,” Graetz said. “Nobody knew what programming was. It was
something you did to make a computer do things but it had no
existence apart from the computer,” Graetz said. “The word
‘software’ didn’t come into existence until just about the time
that we got Spacewar done. In fact, the first use of the word
in a DEC catalog spelled it wrong. Even after it had a name, nobody
knew what it was.”
Sources:
Kent, Steven L. The
Ultimate History of Video Games. Roseville, California: Prima
Publishing, 2001.
Graetz, J.M. “The Origin of Spacewar!”
Creative Computing (August, 1981). Reprinted. Burnham, Van.
Supercade. Cambridge, Massachusetts: MIT Press, 2001.
Brand,
Stewart. “Spacewar - Fanatic Life and Symbolic Death
Among the Computer Bums.” Rolling Stone (December, 1972).