Galaxy Game | |
---|---|
Designer(s) | Bill Pitts Hugh Tuck |
Platform(s) | Arcade (PDP-11) |
Release |
|
Genre(s) | Space combat simulation |
Mode(s) | Multiplayer |
Galaxy Game is a space combat arcade game developed in 1971 during the early era of video games. Galaxy Game is an expanded version of the 1962 Spacewar! , potentially the first video game to spread to multiple computer installations. It features two spaceships, "the needle" and "the wedge", engaged in a dogfight while maneuvering in the gravity well of a star. Both ships are controlled by human players.
Created by Bill Pitts and Hugh Tuck, the initial prototype cost US$20,000(equivalent to about $145,000 in 2022) to build. It consisted of a Digital Equipment Corporation PDP-11 minicomputer attached by a cable to a wooden console with a monitor, controls, and seats. It charged players 10 cents per game or 25 cents for three, and drew crowds "ten-deep". This was one of the first coin-operated video games; the prototype was installed in November 1971 at the Tresidder student union building at Stanford University, only a few months after a similar display of a prototype of Computer Space , making it the second known video game to charge money to play.
The pair built a second prototype, replacing the first in Tresidder in June 1972. It featured the capability to play multiple games simultaneously on four monitors, though due to space restrictions only two consoles with monitors were actually installed. These consoles had a blue fiberglass casing, and the PDP-11 was housed inside one of the consoles. By the time of its installation, the pair had spent US$65,000(equivalent to about $455,000 in 2022) on the project, but were unable to make the game commercially viable.
The second prototype remained in the student union building until 1979, when the display processor became faulty. It was restored and placed in the Stanford computer science department in 1997, then moved to the Computer History Museum in 2000, where it remains as of 2017 [update] .
At the beginning of the 1970s, video games existed almost entirely as novelties passed around by programmers and technicians with access to computers, primarily at research institutions and large companies. One of these games was Spacewar! , created in 1962 for the Digital Equipment Corporation (DEC) PDP-1 minicomputer by Steve Russell and others in the programming community at the Massachusetts Institute of Technology. The two-player game has the players engage in a dogfight between two spaceships, set against the backdrop of a starfield, with a central star exerting gravitational force upon the ships. [1] [2] The game was copied to several of the early minicomputer installations in American academic institutions after its initial release, making it potentially the first video game to be available outside a single research institute. [3] Spacewar was extremely popular in the small programming community in the 1960s and was widely recreated on other minicomputer and mainframe computers of the time, later migrating to early microcomputer systems. [2] Early computer scientist Alan Kay noted in 1972 that "the game of Spacewar blossoms spontaneously wherever there is a graphics display connected to a computer," and contributor Martin Graetz recalled in 1981 that as the game initially spread it could be found on "just about any research computer that had a programmable CRT". [1] [4] Although the game was widespread for the era, it was still very limited in its direct reach: the PDP-1 was priced at US$120,000(equivalent to about $867,000 in 2022) and only 55 were ever sold, most without a monitor, which prohibited the original Spacewar or any game of the time from reaching beyond a narrow, academic audience. [2] [5] The original developers of Spacewar considered ways to monetize the game, but saw no options given the high price of the computer it ran on. [2]
In 1966, Stanford University student Bill Pitts, who had a hobby of exploring the steam tunnels and buildings of the campus, broke into a building he found out to be the location of the Stanford Artificial Intelligence Project, which held a DEC PDP-6 time-sharing computer system with 20 Teletype consoles connected to it. Fascinated by the computer and having taken several introductory computer classes, Pitts convinced the head of the project, Lester Earnest, to let him use the computer after hours. Soon, Pitts had ceased going to classes, instead spending his nights in the computer lab interacting with the graduate and postgraduate students and playing Spacewar on the PDP-6. Pitts often played against Hugh Tuck, a student at California Polytechnic State University who was a friend from high school. [6] [7] During one Spacewar session that took place, depending on the source, between 1966 and 1969, Tuck remarked that a coin-operated version of the game would be very successful. Such a device was still unfeasible due to the cost of computers, and the pair did not pursue the project. In 1971, however, Pitts, who by then had graduated and was working at Lockheed as a PDP-10 programmer, learned of the 1970 DEC PDP-11, which was sold for around US$14,000. While this was still too high for a commercially viable product, as most electronic games in arcades cost around US$1,000 at the time, Tuck and Pitts felt it was low enough to build a prototype to determine interest and optimal per-game pricing. [6] [7] [8]
The gameplay of Galaxy Game, like Spacewar!, involves two monochrome spaceships called "the needle" and "the wedge" (though their appearances have been modified for the coin-op version) each controlled by a player, attempting to shoot each other while maneuvering on a two-dimensional plane in the gravity well of a star, set against the backdrop of a starfield. [1] [2] The ships fire torpedoes, which are not affected by the gravitational pull of the star. The ships have a limited number of torpedoes and a limited supply of fuel, which is used when the player fires his thrusters. [9] Torpedoes are fired one at a time, and there is a cooldown period between launches. The ships follow Newtonian physics, remaining in motion even when the player is not accelerating, though the ships can rotate at a constant rate without inertia. [1]
Each player controls one of the ships and must attempt to shoot down the other ship while avoiding a collision with the star. Flying near the star can provide a gravity assist to the player at the risk of misjudging the trajectory and falling into the star. If a ship moves past one edge of the screen, it reappears on the other side in a wraparound effect. A hyperspace feature, or "panic button", can be used as a last-ditch means to evade enemy torpedoes by moving the player's ship to another location on the screen after disappearing for a few seconds, but the reentry from hyperspace occurs at a random location, and there is an increasing probability of the ship exploding with each use. [9] Player controls include clockwise and counterclockwise rotation, forward thrust, firing torpedoes, and hyperspace. [9] Galaxy Game features, as improvements over the original, optional modifications to the game to have faster ships, faster torpedoes, to remove the star and its gravitational field or reverse the gravity to push away from the star, and to remove the wraparound effect. [7] [8] The movement of the ships was controlled with a joystick, while the torpedoes, hyperspace, and game options are controlled via a panel of buttons. [10]
After deciding to begin work on a coin-operated version of Spacewar, the pair, with assistance from Tuck's family, bought a PDP-11 and started working on a prototype. They spent a total of US$20,000(equivalent to about $145,000 in 2022) to build a single arcade machine for two players, like the original Spacewar, deciding to price the game at ten cents per play or 25 cents for three games, with the winner of a match given a free game. [6] [8] They used a PDP-11/20 version of the PDP-11 (US$14,000), a Hewlett-Packard 1300A Electrostatic Display (US$3,000), and spent the remainder on the coin acceptors, joysticks, wiring, and casing. Pitts build the computer hardware and handled the programming, while Tuck, a mechanical engineer, designed the enclosing cabinet. [7] The display adapter for the monitor was built by Ted Panofsky, the coin acceptors were sourced from jukebox manufacturer Rowe International, and the joysticks found at a military surplus store as remainders from B-52 bomber controls. [10] The code for the game was based on a version of Spacewar running on a PDP-10 in the Stanford artificial intelligence lab, but modified with additional features. [7]
Pitts and Tuck renamed their product from Spacewar to Galaxy Game due to anti-war sentiment and founded a company called Mini-Computer Applications in June 1971 to operate the game as it neared completion. [7] [8] [11] The development of the prototype machine took around three and a half months. [7] By August, they were well into development and had gotten permission to place the machine at the Tresidder student union building at Stanford as a test site. It was then that they received a call from Nolan Bushnell, who had heard of their project and wanted to show them his similar project he was working on. [6]
Bushnell had also played Spacewar during the 1960s and wanted to make an arcade game version of it, but had gone in a different technological direction. He and Ted Dabney had initially started with a US$4,000 Data General Nova computer which they thought would be powerful enough to run multiple simultaneous games of Spacewar; when it turned out to not be, they had started investigating replacing the computer hardware with custom-built parts. They had soon discovered that while a general-purpose computer cheap enough for an arcade game would not be powerful enough to run enough games of Spacewar to be profitable, a computer purpose-built for solely running one game could be made for as low as US$100. [6] [12] By August 1971 when Bushnell called Tuck and Pitts, he and Dabney had already displayed a prototype of their Computer Space game in a bar near Stanford and had found a commercial manufacturer for the game in Nutting Associates. [13] They were curious about what Tuck and Pitts had done to make a commercially competitive version of the game, but were relieved, though also somewhat disappointed, to find that they had not solved that problem yet. [6]
Tuck and Pitts, on the other hand, while impressed with Bushnell's hardware were not impressed with the game itself. They felt that Computer Space, a single-player game without the central gravity well of the original game, was a pale imitation of Spacewar, while their own Galaxy Game was a superior adaptation of the game. In November 1971, the Galaxy Game prototype debuted. [6] [11] [14] The veneered walnut console, complete with seats for players, was located on the second floor of the building and connected to the PDP-11 in the attic by a 100-foot cable. [8] In December, it was moved to a coffee shop on the first floor. [14] It was very successful; Pitts later said that the machine attracted crowds of people "ten-deep" watching the players. [6] They briefly attached a second monitor hanging above the console so that the watchers could more easily see the game. The low prices meant that they did not come close to making back the price of the PDP-11, but they were excited by the game's reception and had not intended the prototype to be profitable. [8] As the initial Galaxy Game prototype was displayed to the public a few months after the first Computer Space prototype, it is believed to be the second video game to charge money to play. [6] [8]
As a result of the reception to Galaxy Game, Pitts and Tuck started work on an expanded prototype. For the second machine, they built a full blue fiberglass casing for the consoles, improved the quality of the joysticks with the help of a machine shop, and modified the computer with a newer display processor to support up to four games at once on different monitors—either multiple simultaneous separate games or up to four players playing the same game on two screens. [6] [8] [10] They also placed the PDP-11 inside one of the consoles rather than in a separate location. While the original plan had been to work on driving down the development costs after the initial prototype, the popularity of the game convinced the pair to instead focus on making a better machine that could run multiple games to recoup the upfront investment. [10] The new version was installed in a cafe in the student union building in June 1972, though with only two monitors due to space restrictions. [6] [8] The original Galaxy Game prototype was displayed at several locations around the area, but was not as successful as it had been at the student union building. [8] By the time the second prototype was completed the pair had spent US$65,000 on the project and had no feasible way of making up the cost with the machine or commercial prospects for a wider release. Pitts later explained that he and Tuck had been focused on the engineering and technical challenges of producing a faithful coin-operated Spacewar game and paid little attention to the business side of the project; he felt that Computer Space had been more commercially successful because Bushnell had focused more on the business side of his idea than the technical. [6]
The second Galaxy Game prototype remained on display in the Tresidder building until May 1979, when it was removed due to the display processor becoming unreliable. Throughout its time on display, it remained popular, with "ten to twenty people gathered around the machines most Friday and Saturday nights when school was in session." [7] Pitts later claimed that by the time the machine was removed, it had managed to make back the original investment. [8] [10] After its removal, the machine was dismantled, with the computer parts stored in an office and the casing outdoors. The unit was restored in 1997 with a recreated display processor and put on display for several years in the computer science department at Stanford with two consoles attached for free use by students. Due to issues with space and maintenance, in 2000 it was moved into the Computer History Museum in Mountain View, California, in the displayed storage section. [7] [15] In August 2010, the museum loaned the console to Google to be placed at their headquarters campus at the request of Pitts—who wanted the game to be played as well as displayed—due to a discussion with senior vice president Jonathan Rosenberg, who had been hired as a 13 year old by Tuck and Pitts in the mid-1970s to keep the machine cleaned. It has since returned to the museum as a playable exhibit. [15] [16]
Asteroids is a space-themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.
The PDP-1 is the first computer in Digital Equipment Corporation's PDP series and was first produced in 1959. It is famous for being the most important computer in the creation of hacker culture at the Massachusetts Institute of Technology, Bolt, Beranek and Newman and elsewhere. The PDP-1 is the original hardware for playing history's first game on a minicomputer, Steve Russell's Spacewar!
Nolan Kay Bushnell is an American businessman and electrical engineer. He established Atari, Inc. and the Chuck E. Cheese's Pizza Time Theatre chain. He has been inducted into the Video Game Hall of Fame and the Consumer Electronics Association Hall of Fame, received the BAFTA Fellowship and the Nations Restaurant News "Innovator of the Year" award, and was named one of Newsweek's "50 Men Who Changed America". He has started more than 20 companies and is one of the founding fathers of the video game industry. He is on the board of Anti-Aging Games. In 2012, he founded an educational software company called Brainrush, that is using video game technology in educational software.
Computer Space is a space combat arcade video game released in 1971. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. Computer Space is a derivative of the 1962 computer game Spacewar!, which is possibly the first video game to spread to multiple computer installations. It features a rocket controlled by the player engaged in a missile battle with a pair of hardware-controlled flying saucers set against a starfield background. The goal is to score more hits than the enemy spaceships within a set time period, which awards a free round of gameplay. The game is enclosed in a custom fiberglass cabinet, which Bushnell designed to look futuristic.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system, on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.
1971 is the first year of the commercial video game industry with the release of Computer Space by Nutting Associates and Galaxy Game by Mini-Computer Applications. The majority of digital games remained on mainframe computers and time-sharing networks, while an increasing number were demonstrated outside of computing audiences. Several developments of games which are later commercialized including Oregon Trail and the Magnavox Odyssey console are first publicly tested in this period.
1972 marked an important landmark in the history of the video game industry with the releases of Pong and the Odyssey home console. Electronic games rose substantially in profile this year and a number of companies began to explore the distribution of video games on a larger scale.
Star Trek is a text-based strategy video game based on the Star Trek television series (1966–69) and originally released in 1971. In the game, the player commands the USS Enterprise on a mission to hunt down and destroy an invading fleet of Klingon warships. The player travels through the 64 quadrants of the galaxy to attack enemy ships with phasers and photon torpedoes in turn-based battles and refuel at starbases. The goal is to eliminate all enemies within a random time limit.
An arcade cabinet, also known as an arcade machine or a coin-op cabinet or coin-op machine, is the housing within which an arcade game's electronic hardware resides. Most cabinets designed since the mid-1980s conform to the Japanese Amusement Machine Manufacturers Association (JAMMA) wiring standard. Some include additional connectors for features not included in the standard.
1977 had sequels such as Super Speed Race and Datsun 280 ZZZAP as well as several new titles such as Space Wars. The year's highest-grossing arcade games were F-1 and Speed Race DX in Japan, and Sea Wolf and Sprint 2 in the United States. The year's best-selling home system was Nintendo's Color TV-Game, which was only sold in Japan.
Allan Alcorn is an American pioneering engineer and computer scientist best known for creating Pong, one of the first video games. In 2009, he was chosen by IGN as one of the top 100 game creators of all time.
Space Wars is a shooter video game released in arcades by Cinematronics in 1977. It is based on the PDP-1 game Spacewar! (1962) but instead uses vector graphics for the visuals. The hardware developed for Space Wars became the platform for most of the vector-based arcade games from Cinematronics. It was distributed in Japan by Taito in 1978, and a Vectrex port was published in 1982.
In the history of video games, the first generation era refers to the video games, video game consoles, and handheld video game consoles available from 1972 to 1983. Notable consoles of the first generation include the Odyssey series, the Atari Home Pong, the Coleco Telstar series and the Color TV-Game series. The generation ended with the Computer TV-Game in 1980 and its following discontinuation in 1983, but many manufacturers had left the market prior due to the market decline in the year of 1977 and the start of the second generation of video game consoles.
Spacewar! is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. After its initial creation, Spacewar! was expanded further by other students and employees of universities in the area, including Dan Edwards and Peter Samson. It was also spread to many of the few dozen installations of the PDP-1 computer, making Spacewar! the first known video game to be played at multiple computer installations.
Space Race is an arcade game developed by Atari, Inc. and released on July 16, 1973. It was the second game by the company, after Pong (1972), which marked the beginning of the commercial video game industry along with the Magnavox Odyssey. In the game, two players each control a rocket ship, with the goal of being the first to move their ship from the bottom of the screen to the top. Along the way are asteroids, which the players must avoid. Space Race was the first racing arcade video game and the first game with a goal of crossing the screen while avoiding obstacles.
Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry.
The history of video games spans a period of time between the invention of the first electronic games and today, covering many inventions and developments. Video gaming reached mainstream popularity in the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. The early history of video games, therefore, covers the period of time between the first interactive electronic game with an electronic display in 1947, the first true video games in the early 1950s, and the rise of early arcade video games in the 1970s. During this time there was a wide range of devices and inventions corresponding with large advances in computing technology, and the actual first video game is dependent on the definition of "video game" used.
Mainframe computers are computers used primarily by businesses and academic institutions for large-scale processes. Before personal computers, first termed microcomputers, became widely available to the general public in the 1970s, the computing industry was composed of mainframe computers and the relatively smaller and cheaper minicomputer variant. During the mid to late 1960s, many early video games were programmed on these computers. Developed prior to the rise of the commercial video game industry in the early 1970s, these early mainframe games were generally written by students or employees at large corporations in a machine or assembly language that could only be understood by the specific machine or computer type they were developed on. While many of these games were lost as older computers were discontinued, some of them were ported to high-level computer languages like BASIC, had expanded versions later released for personal computers, or were recreated for bulletin board systems years later, thus influencing future games and developers.
Trek-80 is a text-based video game written by Steve Dompier in 1976 and sold by Processor Technology for their Sol-20 computer and suitable S-100 bus machines.
An arcade video game is an arcade game where the player's inputs from the game's controllers are processed through electronic or computerized components and displayed to a video device, typically a monitor, all contained within an enclosed arcade cabinet. Arcade video games are often installed alongside other arcade games such as pinball and redemption games at amusement arcades. Up until the late 1990s, arcade video games were the largest and most technologically advanced sector of the video game industry.