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''Computer Space'' is a 1971 space combat
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
. Created by
Nolan Bushnell Nolan Kay Bushnell (born February 5, 1943) 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 Consu ...
and Ted Dabney in partnership as Syzygy Engineering, it was the first
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
as well as the first commercially available
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
. ''Computer Space'' is a derivative of the 1962 computer game ''
Spacewar! ''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 ...
'', which is possibly the first video game to spread to multiple computer installations. It features a
rocket A rocket (from , and so named for its shape) is a vehicle that uses jet propulsion to accelerate without using any surrounding air. A rocket engine produces thrust by reaction to exhaust expelled at high speed. Rocket engines work entirely ...
controlled by the player engaged in a missile battle with a pair of hardware-controlled
flying saucer A flying saucer, or flying disc, is a purported type of disc-shaped unidentified flying object (UFO). The term was coined in 1947 by the United States (US) news media for the objects pilot Kenneth Arnold UFO sighting, Kenneth Arnold claimed fl ...
s 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. Bushnell and Dabney designed the game in 1970–71 to be a coin-operated version of ''Spacewar!''. After the pair were unable to find a way to economically run the game on a
minicomputer A minicomputer, or colloquially mini, is a type of general-purpose computer mostly developed from the mid-1960s, built significantly smaller and sold at a much lower price than mainframe computers . By 21st century-standards however, a mini is ...
such as the
Data General Nova The Nova is a series of 16-bit computing, 16-bit minicomputers released by the American company Data General. The Nova family was very popular in the 1970s and ultimately sold tens of thousands of units. The first model, known simply as "Nov ...
, they hit upon the idea of instead replacing the central computer with custom-designed hardware created to run just that game. While they were working on an early
proof of concept A proof of concept (POC or PoC), also known as proof of principle, is an inchoate realization of a certain idea or method in order to demonstrate its feasibility or viability. A proof of concept is usually small and may or may not be complete ...
, Bushnell found a manufacturer for the game in Nutting Associates. Working in partnership with Nutting, the pair completed the game and ran their first location test in August 1971, a few months prior to the display of a similar prototype called '' Galaxy Game'', also based on ''Spacewar!''. It was first shown to industry press and distributors at the annual Music Operators of America (MOA) Expo in October. With encouraging initial interest, though mixed responses from distributors, Nutting ordered an initial production run of 1,500 units, anticipating a hit game. While the game was successful and validated Syzygy's belief in the future of arcade video games, selling over 1,000 cabinets by mid-1972 and ultimately 1,300–1,500 units, it was not the runaway success that Nutting had hoped for. The game spawned one clone game, ''Star Trek'' (1972), and Nutting produced a two-player version of ''Computer Space'' in 1973 without involvement from Bushnell and Dabney. The pair left Nutting in June 1972 and incorporated Syzygy as
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
, launching the successful ''
Pong ''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
'' (1972) as their next arcade game. ''Computer Space''s release marked the ending of the
early history of video games 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 game, Video gaming reached mainstream popularity in the 1970s and 1980s, when arcad ...
and the start of the commercial
video game industry The video game industry is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
.


Background

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! ''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 ...
'', created in 1962 for the
Digital Equipment Corporation Digital Equipment Corporation (DEC ), using the trademark Digital, was a major American company in the computer industry from the 1960s to the 1990s. The company was co-founded by Ken Olsen and Harlan Anderson in 1957. Olsen was president until ...
(DEC)
PDP-1 The PDP-1 (Programmed Data Processor-1) is the first computer in Digital Equipment Corporation's PDP series and was first produced in 1959. It is known for being the most important computer in the creation of hacker culture at the Massachusetts ...
by Steve Russell and others in the programming community at the
Massachusetts Institute of Technology The Massachusetts Institute of Technology (MIT) is a Private university, private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of moder ...
. This two-player game has the players engage in a
dogfight A dogfight, or dog fight, is an air combat manoeuvring, aerial battle between fighter aircraft that is conducted at close range. Modern terminology for air-to-air combat is air combat manoeuvring (ACM), which refers to tactical situations requir ...
between two spaceships while maneuvering on a two-dimensional plane in the
gravity well A sphere of influence (SOI) in astrodynamics and astronomy is the oblate spheroid-shaped region where a particular celestial body exerts the main gravitational influence on an orbiting object. This is usually used to describe the areas in the ...
of a star, set against the backdrop of a starfield. The game was copied to several of the early computer installations in American academic institutions after its initial release, making it probably the first video game to be available outside a single research institute. ''Spacewar!'' was extremely popular in the small programming community in the 1960s and was widely recreated on other minicomputer and
mainframe computer A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
s of the time, later migrating to early
microcomputer A microcomputer is a small, relatively inexpensive computer having a central processing unit (CPU) made out of a microprocessor. The computer also includes memory and input/output (I/O) circuitry together mounted on a printed circuit board (P ...
systems. Early
computer scientist A computer scientist is a scientist who specializes in the academic study of computer science. Computer scientists typically work on the theoretical side of computation. Although computer scientists can also focus their work and research on ...
Alan Kay Alan Curtis Kay (born May 17, 1940) published by the Association for Computing Machinery 2012 is an American computer scientist who pioneered work on object-oriented programming and windowing graphical user interface (GUI) design. At Xerox ...
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 CRT or Crt most commonly refers to: * Cathode-ray tube, a display * Critical race theory, an academic framework of analysis CRT may also refer to: Law * Charitable remainder trust, United States * Civil Resolution Tribunal, Canada * Columbia ...
". Although the game was widespread for the era, it was still very limited in its direct reach: the PDP-1 was priced at and only 53 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. The original developers of ''Spacewar!'' considered ways to monetize the game, but saw no options given the high price of the computer on which it ran. ''Computer Space'', which would not be released until 1971, was the first commercial video game based on ''Spacewar!''.


Gameplay

In ''Computer Space'', the player controls a
rocket A rocket (from , and so named for its shape) is a vehicle that uses jet propulsion to accelerate without using any surrounding air. A rocket engine produces thrust by reaction to exhaust expelled at high speed. Rocket engines work entirely ...
as it attempts to shoot a pair of
flying saucer A flying saucer, or flying disc, is a purported type of disc-shaped unidentified flying object (UFO). The term was coined in 1947 by the United States (US) news media for the objects pilot Kenneth Arnold UFO sighting, Kenneth Arnold claimed fl ...
s while avoiding their fire. The game has the three ships flying on a two-dimensional plane set against the backdrop of a starfield. Missiles are fired one at a time, and there is a cooldown period between launches. The player's rocket remains in motion even when the player is not accelerating, and rotating the ship does not change the direction of its motion, though it can rotate at a constant rate. The flying saucers stay in place or glide in a zig-zag pattern around the screen in tandem, with one staying a constant distance directly below the other. If a ship or missile moves past one edge of the screen, it reappears on the other side in a wraparound effect. While the missile is in flight, the player can turn it left or right by turning their rocket. Player controls are clockwise and counterclockwise rotation, forward thrust, and firing missiles. Whenever the player is hit by a missile or flying saucer, the screen flashes and the player's rocket spins rapidly and disappears before reappearing in the same location. If a flying saucer is hit by a missile, the screen flashes, and the saucer briefly disappears. Counters on the right side of the screen track the number of times both the player's rocket and the saucers have been destroyed, as well as how long that round of gameplay has lasted. A round has a time limit—adjustable by the operator—of 60 to 150 seconds, with a default of 90; when the time limit is reached, the game ends if the player's score is lower than the computer's. If it is higher, the black and white colors invert in a "hyperspace" feature, and another round begins for free; the game continues on to new rounds with the display colors inverting indefinitely if the player continues to win. One round costs a quarter, or two quarters if the machine is adjusted against the instruction manual's recommendations for optimal pricing. The game displays distorted characters if the player or computer scores pass 9, and each score independently resets to 0 for both visual and gameplay purposes if it reaches 16. In the two-player version of the game, a second game mode is added featuring two player-controlled rockets fighting each other instead of computer-controlled ships. The modified control panel contains two sets of controls, with
joystick A joystick, sometimes called a flight stick, is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. Also known as the control column, it is the principal control devic ...
s replacing the movement buttons on some machines.


Development

While studying at the
University of Utah The University of Utah (the U, U of U, or simply Utah) is a public university, public research university in Salt Lake City, Utah, United States. It was established in 1850 as the University of Deseret (Book of Mormon), Deseret by the General A ...
, electrical engineering student
Nolan Bushnell Nolan Kay Bushnell (born February 5, 1943) 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 Consu ...
had a part-time job at an
amusement arcade An amusement arcade, also known as a video arcade, amusements, arcade, or penny arcade (an older term), is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, mercha ...
, where he became familiar with arcade
electro-mechanical game Electro-mechanical games (EM games) are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gu ...
s such as
Chicago Coin Chicago Coin was one of the early major manufacturers of pinball tables founded in Chicago, Chicago, Illinois. The company was founded in 1932 by Samuel H. Gensburg and Samuel Wolberg to operate in the coin-operated amusement industry. In 1977, ...
's
racing game Racing games are a video game genre in which the player participates in a motor racing, racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more re ...
''Speedway'' (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates. In 1969, after graduating from college, Bushnell worked as an engineer in California for
Ampex Ampex Data Systems Corporation is an American electronics company founded in 1944 by Alexander M. Poniatoff as a spin-off of Dalmo-Victor. The name ''AMPEX'' is an acronym, created by its founder, which stands for Alexander M. Poniatoff Excell ...
, an electronics company that worked in audio and video recording technology. While at a club for playing the board game Go, Bushnell met researcher Jim Stein, who worked for
Stanford University Leland Stanford Junior University, commonly referred to as Stanford University, is a Private university, private research university in Stanford, California, United States. It was founded in 1885 by railroad magnate Leland Stanford (the eighth ...
's Artificial Intelligence Project; Bushnell learned from him that ''Spacewar!'' was running on the laboratory's
PDP-6 The PDP-6, short for Programmed Data Processor model 6, is a computer developed by Digital Equipment Corporation (DEC) during 1963 and first delivered in the summer of 1964. It was an expansion of DEC's existing 18-bit systems to use a 36-bit da ...
, and played the game against him there when visiting. Bushnell had previously worked during the summer at Lagoon Amusement Park in Utah as a manager of the games department overseeing the arcade games, and when he saw ''Spacewar!'' he believed that an arcade game version of the game would be very popular. The high price of computers capable of running the game, however, meant that any such arcade game would not be economically feasible. In the spring of 1970, however, he saw an ad for the
Data General Nova The Nova is a series of 16-bit computing, 16-bit minicomputers released by the American company Data General. The Nova family was very popular in the 1970s and ultimately sold tens of thousands of units. The first model, known simply as "Nov ...
computer, which cost only , and thought again about his ''Spacewar!'' arcade game idea. He believed that at that price the game would be economically viable if he were able to connect four monitors and coin slots to allow multiple games to run simultaneously. He showed his office mate and fellow Ampex engineer Ted Dabney ''Spacewar!'' at the Stanford laboratory, and the two agreed to work together to try and design a prototype of the game. Bushnell had some experience with computers and digital engineering but not enough to create the game on his own, while the older Dabney was more experienced with analog and hardware engineering, as he had designed video processing and control circuits and power supplies. After agreeing on an initial idea, Bushnell and Dabney began designing a prototype based on a Nova. Over the summer they made plans for developing the game, and in the early fall they were joined by Larry Bryan, a computer programmer who also worked at Ampex. Bushnell and Dabney put US$100 each into a partnership, named Syzygy by Bryan, in order to purchase components. They soon ran into difficulties with their planned design: the computer was not powerful enough to run multiple simultaneous games and refresh the monitors as fast as was needed to make the games playable. Bryan realized this soon after starting work on the project in August 1970 while trying to design the
code In communications and information processing, code is a system of rules to convert information—such as a letter, word, sound, image, or gesture—into another form, sometimes shortened or secret, for communication through a communicati ...
needed to run the games, and he left the project before Syzygy was officially formed without ever contributing any money. Bushnell and Dabney continued working on the design for several more months. The pair attempted to reduce the load on the computer by replacing
subroutine In computer programming, a function (also procedure, method, subroutine, routine, or subprogram) is a callable unit of software logic that has a well-defined interface and behavior and can be invoked multiple times. Callable units provide a ...
s—such as displaying the background stars—with specialized hardware, but it proved insufficient; even reducing the number of monitors was not enough. By the end of November 1970, Bushnell decided to abandon the project as untenable; Dabney had stopped working on the design a while before. It is unclear if the pair were aware that
Data General Data General Corporation was an early minicomputer firm formed in 1968. Three of the four founders were former employees of Digital Equipment Corporation (DEC). Their first product, 1969's Data General Nova, was a 16-bit minicomputer intended to ...
had demonstrated a more powerful variant of the Nova, sold for US$8,000, running a single game of ''Spacewar!'' at the Fall Joint Computer Conference in December 1968, though that solution would have been too expensive for an arcade game, which typically cost US$1,000 at the time. Unable to put the game idea out of his mind, however, Bushnell soon thought of a way to manipulate the video signal on the screen with hardware without a computer having to control it, and from there the pair came up with the idea of building hardware components to handle parts of the game on behalf of the computer. Bushnell and Dabney began to design custom hardware to run the game's functions, and in January 1971 they had a dot moving on a screen. Bushnell drafted a letter dated January 26 to order six Nova computers. He did not send the letter, however; near the end of January, he tried to run their program on a local Nova, and found that they had miscalculated the requirements. Even with several of the functions removed from the program, now named ''Cosmic Combat'', the computer still could not run multiple instances at once. Although upset, Bushnell soon realized that it would be possible to entirely replace the Nova with custom hardware, and that the cost to build the whole game's computing systems would be much lower. As a result, they would not need to have multiple instances of the game running on the same machine in order to be profitable. On the other hand, the custom hardware was not as powerful as the more expensive Nova computer, which meant that the pair needed to make gameplay modifications. ''Spacewar!'' was a two-player game featuring dogfights around the gravitational field of a central star; neither of these features could be run on the dedicated circuits the pair were making, so the game was cut down to a single-player game wherein the player would fight against two computer-controlled spaceships in open space. In January 1971, Bushnell and Dabney founded Syzygy Engineering as an official company, now with a cash amount of US$350 each. They approached Ampex and a prior manager of Dabney's with their prototype, but found no interest. The major arcade game manufacturers were based out of Chicago at the time, limiting their ability to demonstrate their idea to an existing firm. During a dentist appointment in early 1971, Bushnell told the dentist about the game and that he was looking for a manufacturer; the dentist in turn referred him to another patient of his, Dave Ralstin, the sales manager for Nutting Associates in Mountain View, California. Nutting had been founded in 1966 on the basis of ''Computer Quiz'', an analog quiz arcade game, and by 1971 was looking for another hit game. After meeting with Bushnell, Nutting felt that his game was the potential success it needed to replace falling sales of ''Computer Quiz'' updates, as quiz games were growing less popular and it did not have an engineering team that could design successful new games. Nutting not only agreed to manufacture the game but also hired Bushnell as their chief engineer. Furthermore, Syzygy Engineering retained ownership of the game, even though Nutting agreed to give Syzygy space to build the prototype and to manufacture the game once complete. Syzygy would be paid five percent of each cabinet sold. Bushnell negotiated to work on ''Cosmic Combat'' outside of normal working hours until it went into production in order to keep it conceptually separate from his new job at Nutting, so as to prevent Nutting from later claiming ownership due to paying for time or materials spent building the game. Dabney remained at Ampex until the summer, when he resigned to join Bushnell at Nutting, as he was initially unwilling to leave the stable job he had worked at for ten years without more proof that the game could be a success.


Location tests and release

Once he moved to Nutting, Bushnell took over the majority of the engineering work for the game; Dabney has stated that he advised Bushnell on some of the design. After Dabney joined Bushnell at Nutting, he helped with the creation of the cabinet itself, including the coin slot, control panel, and power supply, and designed a sound system that could make a noise like a rocket engine. By August 1971, an initial prototype of the game—now named ''Computer Space'' to be similar to ''Computer Quiz''—was complete, and Syzygy moved on to location testing. They installed the game at the Dutch Goose bar near Stanford University, where it met with great success. Nutting was heartened by the response and rushed to make several finished cabinets for the Music Operators of America (MOA) Music & Amusement Machines Exposition in October. Further location tests found a less enthusiastic response from customers confused by the game mechanics and controls, and Syzygy hurriedly adjusted the game's instructions to try to be more understandable to players. The final ''Computer Space'' design uses no
microprocessor A microprocessor is a computer processor (computing), processor for which the data processing logic and control is included on a single integrated circuit (IC), or a small number of ICs. The microprocessor contains the arithmetic, logic, a ...
; the entire computer system is a
state machine A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number o ...
made of
7400-series integrated circuits The 7400 series is a popular logic family of transistor–transistor logic (TTL) integrated circuits (ICs). In 1964, Texas Instruments introduced the SN5400 series of logic chips, in a ceramic semiconductor package. A low-cost plastic packa ...
, with monochrome graphic elements held in
diode A diode is a two-Terminal (electronics), terminal electronic component that conducts electric current primarily in One-way traffic, one direction (asymmetric electrical conductance, conductance). It has low (ideally zero) Electrical resistance ...
arrays. The arrays, which Bushnell designed to let him rotate the rocket in 16 directions with only 4 arrays, are laid out in the shape of the ships, to make it obvious to game operators what would need to be replaced if something broke. These arrays reduced the amount of work that the game had to perform to update the screen: instead of refreshing the entire screen for any change, like ''Spacewar!'', each element could be moved independently of the others. The ships themselves are drawn on the screen as a pattern of dots, rather than connected lines, and were essentially hardwired
bitmap In computing, a bitmap (also called raster) graphic is an image formed from rows of different colored pixels. A GIF is an example of a graphics image file that uses a bitmap. As a noun, the term "bitmap" is very often used to refer to a partic ...
s, and are considered an early form of the concept of sprite graphics. The cabinet includes a
General Electric General Electric Company (GE) was an American Multinational corporation, multinational Conglomerate (company), conglomerate founded in 1892, incorporated in the New York (state), state of New York and headquartered in Boston. Over the year ...
15-inch black and white television screen as the monitor, specially modified for the game. In the rudimentary algorithm constructed by Bushnell, the enemy ships fire towards the quadrant of the screen that the player's rocket is in, rather than directly at the player's rocket. As Syzygy and Nutting prepared for the MOA show, Bushnell learned that another pair of engineers, Bill Pitts and Hugh Tuck, were also creating an arcade version of ''Spacewar!'' In August 1971 Bushnell called Pitts and Tuck, who were operating as Mini-Computer Applications, so that they could meet and discuss their solutions to the problem of running ''Spacewar!'' on an inexpensive computer. Pitts and Tuck were developing a prototype machine of '' Galaxy Game'' when they met with Bushnell; the game, however, while a faithful recreation of ''Spacewar!'', ran on an externally-connected DEC
PDP-11 The PDP–11 is a series of 16-bit minicomputers originally sold by Digital Equipment Corporation (DEC) from 1970 into the late 1990s, one of a set of products in the Programmed Data Processor (PDP) series. In total, around 600,000 PDP-11s of a ...
with a
Hewlett-Packard The Hewlett-Packard Company, commonly shortened to Hewlett-Packard ( ) or HP, was an American multinational information technology company. It was founded by Bill Hewlett and David Packard in 1939 in a one-car garage in Palo Alto, California ...
1300A Electrostatic Display, and the total cost of the prototype unit was . The Syzygy duo were relieved, though also somewhat disappointed, to find that ''Galaxy Game'' was not using an innovative solution Syzygy had missed to build an economically-competitive arcade game. Pitts and Tuck, conversely, felt that ''Computer Space'' was a pale imitation of ''Spacewar!'', while ''Galaxy Game'' was a superior adaptation of the game. They eventually produced two game prototypes, both displayed in the Stanford student union building, but never produced the game commercially due to the high cost of the cabinet. ''Computer Space'' debuted at the MOA show on October 15–17, 1971. Dabney's wooden cabinet for the initial prototype was replaced with a curvy, futuristic fiberglass cabinet designed by Bushnell with modelling clay and built by a swimming pool manufacturer. A control panel extended from the main body of the cabinet and contained the four control buttons; Syzygy had hoped to use a joystick to control the rocket's movement, but found that it broke too easily, failing to last a single night in a location test. The ''Galaxy Game'' designers had run into the same issue, but had solved it with expensive customized military surplus joysticks. The cabinet displayed the Nutting Associates name and logo, along with the term "Syzygy engineered". Nutting displayed four cabinets at the MOA show, one each in red, blue, white, and yellow, with the implication that the game was already in production, though they were in fact the only four cabinets then produced. These initial cabinets were in solid colors, though later ones would use a sparkle finish. The cabinets were damaged during transport, and one monitor was broken; Syzygy repaired the three working cabinets and opened up the fourth to demonstrate the internals to attendees. The game was popular with viewers, with a crowded display area, and trade magazine ''
Cash Box ''Cashbox'', also known as ''Cash Box'', is an American music industry trade magazine, originally published weekly from July 1942 to November 1996. Ten years after its dissolution, it was revived and continues as ''Cashbox Magazine'', an online ...
'' called it "very promising" and "very glamorous". Game distributors, however, were hesitant about the game, with concerns raised about the game's potential, reliability, and the embedded monitor's attractiveness to thieves; recollections are mixed as to whether Nutting took a handful of orders or none at the show. Nutting ordered a large production run regardless, on the expectation that the distributors would come around with further exposure. The game entered initial production sometime in November or December, and began full production around the end of January 1972.


Reception and legacy

Nutting ordered an initial production run of 1,500 units of ''Computer Space'', an optimistic decision given that a hit arcade game at the time would sell around 2,000 units, though a handful had reached 10,000. Reception to the game from distributors was mixed. While some were excited by the game, others felt it confusing and would amount to nothing more than a passing fad at best. By spring 1972 the game had sold over 1,000 units, and according to Bushnell in 1976 ended up selling between 1,300 and 1,500 units. While this was a commercial success, making over , it was a disappointment to Nutting, which had been hoping for a large-scale success like ''Computer Quiz''. The game's relative lack of success was attributed to the complexity of its controls and a steep
learning curve A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the ...
, which pushed away customers used to less complex games. Bushnell noted that the locations in which the game did well, like the Dutch Goose playtest location, were generally located near university campuses; the general market for coin-operated games, however, was in working-class bars, where the patrons were less interested in deciphering a complicated game. In the documentary ''Video Game Invasion: The History of a Global Obsession'', Bushnell explained, "Sure, I loved it, and all my friends loved it, but all my friends were engineers. It was a little too complicated for the guy with the beer in the bar." Bushnell has also stated that part of the difficulty lay in the novelty of the game; he said that even a few years later the controls and gameplay would have been more understandable to players who would have seen other video games by then. Conversely, Bushnell and Dabney have said that the game's novelty was also part of its appeal to players—most people had never seen a television screen displaying images being controlled by a person in front of it, rather than displaying a broadcast from a remote television station. While the game did not meet the high hopes of Nutting, it was successful enough that Nutting produced a two-player version of the game in July 1973 built by Steve Bristow with a green fiberglass cabinet; the design was initially contracted to Bushnell, but his design was either uncompleted or unused. Bushnell and Dabney did not work further on the game, and it was not a large success. Although the biggest successes in arcade games at the time generally spawned a dozen copycat games, only a single ''Computer Space'' clone is known, produced in 1972 by For-Play Manufacturers as ''Star Trek''. A custom white ''Computer Space'' cabinet appeared in the 1973 film '' Soylent Green'' as a futuristic entertainment device, marking the first appearance of a video game in a movie. In June 1972, Bushnell and Dabney quit Nutting Associates after Bushnell was unable to convince Nutting to give him a 33 percent stake in the company, and moved to incorporate Syzygy Engineering; they instead named it
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
due to another company with a similar name. Bushnell later stated that he was encouraged by the success of ''Computer Space'' in regards to future game ideas, as he had never before created something that made so much money, and additionally felt that his time at Nutting gave him confidence in running his own company because he "couldn't screw it up more than they did". Nutting Associates did not make any further ''Computer Space'' games before closing in 1976. Bushnell's enthusiasm was soon vindicated, as Atari's first game, ''
Pong ''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
'', went on to substantially greater success than ''Computer Space''. Although not as influential as ''Pong'', as the first arcade video game, ''Computer Space'' had a strong influence on future video game design, such as using terms and designs from prior mechanical arcade games, and providing a template for transforming a medium previously designed and played on research mainframes into a commercial model for general consumers. It directly inspired several video games and game designers, such as Steve Bristow, who came up with the idea for ''
Tank A tank is an armoured fighting vehicle intended as a primary offensive weapon in front-line ground combat. Tank designs are a balance of heavy firepower, strong armour, and battlefield mobility provided by tracks and a powerful engine; ...
'' (1974) to correct the perceived shortcomings of the game by having easier-to-control tanks instead, and Jerry Lawson, the designer of the Fairchild Channel F home console (1976). It also influenced Larry Rosenthal, who was partially inspired to make the
vector graphics Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector displ ...
-based '' Space Wars'' (1977) by his dislike of ''Computer Space''s simplification of ''Spacewar!'', and Ed Logg, who combined the controls and movement of the game with elements of ''
Space Invaders is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'' (1978) to make ''
Asteroids An asteroid is a minor planet—an object larger than a meteoroid that is neither a planet nor an identified comet—that orbits within the Solar System#Inner Solar System, inner Solar System or is co-orbital with Jupiter (Trojan asteroids). As ...
'' (1979). ''Computer Space''s release marked the ending of the
early history of video games 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 game, Video gaming reached mainstream popularity in the 1970s and 1980s, when arcad ...
and the start of the commercial
video game industry The video game industry is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
.


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* * * * * * * * {{featured article 1971 video games Arcade video games Arcade-only video games Discrete video arcade games Multidirectional shooters Multiplayer and single-player video games Space combat simulators Video games developed in the United States World Video Game Hall of Fame