Contents
The History of Atari: 1971-1977
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  The History of Atari: 1971-1977
by Steve Fulton
1 comments
Share RSS
 
 
November 6, 2007 Article Start Previous Page 2 of 20 Next
 

Bushnell’s love of electricity led him to Utah State University where he studied for a BS degree in Electrical Engineering. While in the engineering department, Bushnell was exposed to a DEC PDP-1 computer, and Steve Russell’s game Spacewar! He fell in love with the quirky little one-on-one space battle game, and was fascinated by the impact it had on the other students, especially in how much free time the other students spent playing it.

At the same time, Bushnell was working his way through college by working at Lagoon Amusement Park in Farmington Utah. There, he worked the midway games like a master carnival barker.

“I think that working at the amusement park gave me a sense that I had a special knack for that. I was able to have a lot of people have fun and spend their money while doing it. Those were two good characteristics” iii
- Nolan Bushnell

Advertisement
Near the midway was a small arcade that featured mostly pinball machines. Bushnell envisioned the day that the pinball games would be replaced by machines playing games like Spacewar! He noted how much free time his classmates were spending on the game. He realized that if he could figure out a way to monetize that time, he could be very successful. However, after much pondering, it seemed impossible. A DEC PDP-1 computer cost $120,000, and there was no way someone could break even on a game that cost that much create.

"When you divide 25 cents into an $8 million computer, there ain't no way,"iv - Nolan Bushnell

He put the notion aside so he could start a career as an engineer. After graduation from Utah State as a “Distinguished Fellow” in 1968, Bushnell moved to California where he continued his graduate education at Stanford University. He wanted to work for Walt Disney, because he felt they were doing very interesting things with technology. Even though Bushnell thought of his endeavors as technical feats, he still felt the need to entertain people.

“I always considered myself an engineer. A guy who used technology to solve problems. I was fascinated with Disney who used technology to entertain people. I felt technology was truly magical.” v
- Nolan Bushnell

However, since, Disney did not hire engineers straight out of school, so he had to look elsewhere.

"When I graduated from college, my vision of the perfect job was to work in the research section of Disneyland. But they weren't hiring new engineering grads. " vi - Nolan Bushnell

Bushnell found a job at Ampex Corp, in the Silicon Valley and started working as computer graphics department research designer. He worked at Ampex for a couple years, where he met fellow engineers (and future Atari employees) Al Alcorn and Steve Bristow. However, Bushnell was never able to settle down as a line engineer. The need to entertain people kept biting at him. Soon after, he was introduced to a free-standing version of Spacewar! named Galaxy Game, designed by Bill Pitt, another Stanford graduate.

Galaxy Game was a full version of the DEC PDP version of Spacewar!, right down the mini-computer that was necessary to run it. While the technical feat of a free-standing Spacewar! game was impressive, the $40,000 cost associated with basing a game on mini-computer was not. Bushnell knew he could do better. His day dreams of electronic games replacing pinball machines from working at Lagoon were rekindled. He felt he could engineer a machine that could entertain people, and still make money at the same time.

 
Article Start Previous Page 2 of 20 Next
 
Comments

Joe Cassara
profile image
It's a little presumptuous to call turning down Steve Jobs a "mistake". See more at:

http://joecassara.wordpress.com/2009/10/21/on-the-mistake-passing-on-the-apple-i
/


none
 
Comment:
 


Submit Comment