All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture (3 page)

BOOK: All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
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Higinbotham Junior was dressed in a striped gray flannel suit with a striped tie. He, too, had worked at Brookhaven in various positions for more than eleven years. But he was somewhat of a rebel, who never went to college. In the economic downturn of 2001, Brookhaven let him go. He now worked at a Staples store on Long Island. Still playing, and without looking at Dvorak, he was pragmatic. “Nah. The government would have owned the patent. Even if
he had the patent, my father would still be at Brookhaven. He would still be working here. Money wouldn’t have changed his life’s goal and that was working here and with the Federation of Scientists.”

At lunch, Higinbotham Junior passed over a multipage document listing his father’s achievements. Nowhere on it was the game. Sitting back in his seat, he said, “My dad liked the game a lot. But in a way he cheated. He saw in the oscilloscope instructions that you could manipulate the dot on the screen. In his mind it became a tennis ball. It took just a few hours to go from point A to point B, to an interactive game.” Then he said it again. “The thing is, he didn’t want to be remembered just for the game.”

Whatever he wanted his legacy to be, it didn’t stop Dr. Higinbotham from engineering version 2.0 of the game on a larger, seventeen-inch screen, one that added play on the moon and on Jupiter, including a fairly precise modeling of the gravitational pull of those celestial bodies.

With its expensive germanium transistors, the game was state of the art in 1958, a time when technology was speeding forward rapidly in many industries. The world itself was infected by space fever. Sputnik went 60 million miles as it orbited Earth; the world was entranced. The Cold War had frozen relations with the USSR, and Nikita Khrushchev became its cunning, fist-pounding premier. Americans were mired in a heavy fear and paranoia about a coming nuclear war. On January 13, 9,235 scientists, led by the father of molecular biology, Linus Pauling, took out ads in newspapers, begging the United States to put a permanent halt to its nuclear testing. One of those scientists was Dr. William Higinbotham, the head of the Instrumentation Division at the Brookhaven National Laboratory.
Higinbotham had worked on the Manhattan Project, and like many scientists who worked on the project, he was plagued by guilt when the bomb was used on Hiroshima.

To understand why Higinbotham made the game, you have to look into his personality. On May 18, 1958, just months before he created Tennis for Two,
Parade
magazine profiled Higinbotham in a three-page article entitled “A Scientist You Should Know … Wonderful Willie from Brookhaven.” Like many
Parade
profiles, the story was a puffy feature. But it spoke volumes about the five-foot-four, 125-pound personality who invented an electronic bombsight, one of the first digital computers, and who helped to create the Atomic Energy Commission. Not mentioned in the
Parade
story was that, as the chairman of the anti-bomb Federation of Scientists, Higinbotham was considered to be a communist sympathizer by paranoid, self-serving senator Joe McCarthy. Because Higinbotham had given his life to science and the government, the label haunted him.

He forgot about any woes, though, when he was with his family.
Parade
said, “He’s an electronics expert who can play the accordion, call a square dance and ‘do anything with an egg.’ To his lawn mower, he would attach a sulky and to that, two red wagons to take his kids around the yard.” As much as he was a scientist, he also longed to entertain. He would lead his band, the hilariously named Isotope Stompers, down the road at Brookhaven during festivals, playing Dixieland jazz. Making the simple game was another way to let off steam. In his role of government scientist, Higinbotham was the maker of the trigger that set off the nuclear bomb. In his role as Brookhaven entertainer, he was someone who could give pleasure beyond the passive but tangible joys of listening to music. His real gift was one of interactivity. His experiment allowed people to become one with a machine. Hands on and gloves off, they competed,
they won or lost, and those excited folks told other people of their newfangled adventure.

In Higinbotham’s own unpublished notes, he lamented that at Brookhaven’s Visitors’ Days, the main exhibits were typically “picture or text displays or static instruments or components.… It occurred to me that it might liven up the place to have a game that people could play, and which would convey the message that our scientific endeavors have relevance to society.” The tube on the oscilloscope was not that different from the tube on a TV, except that its screen showed patterns and not pictures. When Higinbotham opened the instruction booklet to his new computer at Brookhaven, he noted that it “described how to generate various curves … using risitors, capacitors and relays.” The booklet explained how to show bullet trajectories, wind resistance, and a bouncing ball. “Bouncing ball?” thought Higinbotham. “That sounds like fun.”

Some of the more persnickety game fans do not consider Higinbotham’s work to be a videogame. After all, it did not use a video signal, the kind of electric impulses that became images on the old cathode-ray analog TV sets. It did not display pictures that you could recognize. It did not connect to something in the living room. To the naysayers, what Higinbotham made looked like nothing more than the display on an early heart monitor. Yet while Higinbotham’s oscilloscope didn’t technically display video, by “alternating the computer’s output with the transistor’s switching circuit,” he certainly did create what looked and played like the videogames that would become available to everyone more than a decade later. Who cares if you couldn’t display it on a TV?

In September, the curious stood and waited for hours in long lines during Brookhaven’s ninth annual Visitors’ Days to play Tennis for Two; even though Brookhaven’s official press release made no mention of the game, word of mouth had spread quickly, almost
with the speed of today’s Internet gossip. It was more than just fun. Once those lines of people played and enjoyed, it marked the beginning of videogame history.

Higinbotham proved a few things with Tennis for Two. People enjoyed playing together while looking at a screen. As they went at it, they made the communal noises of primal togetherness that you make at a sporting event. They hooted, hollered, and laughed. They imagined they were playing on the courts. And then they went home and talked to others about this brand-new thing they had witnessed. That enthusiasm lasted when Higinbotham made version 2.0 the following year; people continued to queue up, indicating that the market for such games was already in place. Willie Higinbotham, the scientist/entertainer, had stumbled upon the future. And the future was games.

Meanwhile, a determined but self-effacing engineer was hard at work on a game machine that would work when hooked up to a television set. His name was Ralph Baer. A few of the old-timers at Brookhaven believe that Baer took a trip there to see Tennis for Two years before he came up with the idea for a brilliant invention that would mark the videogame’s debut as a commercial enterprise.

A SPACE ODYSSEY

In 1966, Ralph Baer, a short, bespectacled man with a deep, radio-quality voice and a sharp wit, had been a successful engineer for thirty years, overseeing as many as five hundred employees at Sanders, a large New Hampshire manufacturer whose primary contract was with the United States Defense Department. Much of Baer’s work revolved around airborne radar and antisubmarine warfare electronics. In the late summer of that year, he was sitting on a step outside of the busy Port Authority Bus Terminal in Manhattan, waiting patiently for a colleague and about to head to Madison Avenue for a meeting with a Sanders client. Manhattan’s traffic ebbed and flowed and taxis honked and the passing parade went by. Suddenly, Baer began furiously writing notes with a number 2 pencil on a spiral-bound yellow legal pad. It was like some spirit, some videogame ghost, was doing the writing.
When he was done, he had a title page and four single-spaced pages of notes. His brainstorm produced a passel of ideas for an ingenious “game box” he initially called Channel Let’s Play! In that detailed outline, he described Action Games, Board Skill Games, Artistic Games, Instructional Games, Board Change Games, Card Games, and Sports Games, all of which could be played on any of the 40 million cathode-ray-tube TV sets that were ubiquitous in America at the time. He even detailed add-ons, like a pump controller that would allow players to become firemen and put out blazes around a virtual house displayed on-screen.

It wasn’t the first time Baer had come up with an idea for games on TV. Fifteen years earlier, in 1951, he worked at another defense contractor, the Loral Corporation, and suggested a rudimentary checkers game. But he didn’t think about games on TV again until that day in 1966, probably because his boss at Loral thought a game inside a TV was a ludicrous idea.

Let’s Play! was a much grander and more complex idea that would take a lot of time, manpower, and money to create properly. On that summer day in Manhattan, Baer didn’t know how much time or money. But Herb Campman, Sanders’s chief of research and development, believed in the concept and gave Baer a budget of $2,000 for research and $500 for materials. Baer, a complete work addict, would soon be on his way to becoming the father of videogames.

Little has been written about how Baer’s early life informed his later work. In fact, Baer was infected by the invention bug when young, not long after his family left Cologne in the 1930s. As a kid growing up in Germany, Baer didn’t realize the war was coming. He played with a stick and a hoop outdoors. At night, he and his sister
performed puppet shows in their bedroom, laughing and laughing as they transported themselves into worlds of their own creation. The childish plays took Baer’s mind off the schoolkids who bullied him and hit him in the face for being a Jew. After packing their possessions into a half dozen three-by-four-foot wooden crates, in August 1938 the teenage Baer and his family fled Hitler’s Germany for New York City, via a ship that docked in Rotterdam. Many of his Jewish relatives weren’t so lucky and were killed. Baer was too young to comprehend the danger; as the ship steamed toward Ellis Island, he spent most of his time in a swimming pool or playing Monopoly with his sister in the game room. Even then, games intrigued him.

The family settled into a courtyard apartment near the Bronx Zoo, and Baer worked at a factory for $12 a week, putting buttons onto cosmetic cases. In the winter, the sixteen-year-old made his first invention: a machine that sped up the process of making leatherette goods. He got the engineering bug when he saw an ad for a correspondence course that read “Big Money Servicing Radios. Be a Genuine ‘Radiotrician.’ ” Baer was so excited about this new radio technology that he began to have dreams about resistors, coils, and capacitors. In a small store on Lexington Avenue, he listened to the radios he fixed, hearing the news of the Blitz on London and the invasion of Poland by the Germans.

By April 1942, Baer was an engineer in World War II as well, learning to prepare roads and bridges for infantry grunts and armored troops. He also laid and removed mines by gingerly digging around in the earth with a bayonet. Life as an engineer turned to life overseas in Bristol, England, teaching military intelligence courses, where he led classes for GIs on subjects such as recognizing German uniforms, ranks, organizational affiliations, and weapons handling. In Tidworth, he and his team created a military intelligence school that trained 120,000 Americans. Part of the school was an immense exhibit hall that included a huge cache of German weapons and
vehicles. Ensconced in an industrial hangarlike edifice, the museum was featured in the November 3, 1944, issue of
YANKS
magazine. In his spare time, Baer secretly wrote a comprehensive manual on weaponry. He kept inventing, even fashioning AM radios from German mine detectors.

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