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Videogames: In the Beginning

evanak (Evan Koblentz) writes "Last year, at the PhillyClassic videogame event, I noticed a teenager wearing an ironic t-shirt. His shirt showed an original Nintendo controller and said 'Know your roots.' Sadly, it's not just modern youngsters who are unaware of their technological roots -- sometimes even we self-proclaimed adult über nerds are equally unaware. Regarding videogames, this is especially true, and now industry pioneer Ralph Baer is trying to rectify the situation. His attempt takes the form of a sincere autobiography, although with mixed results. The book is titled Videogames: In the Beginning." Read on for the rest of Koblentz's review. Videogames: In the Beginning author Ralph Baer pages 260 publisher Rolenta Press rating 8 reviewer Evan Koblentz ISBN 0964384817 summary Autobiography of the inventor of home videogames

According to Rolenta publisher Lenny Herman (the author of Phoenix: The Fall & Rise of Videogames), Baer became interested in documenting his own experiences a few years ago, when the mainstream media began heaping praise with increasing frequency on Atari founder Nolan Bushnell.

Baer begins his story as expected: a detailed explanation of why he, not Bushnell, should be called the father of videogames. Baer, as Slashdot readers probably know, invented the prototype console that eventually became the Magnavox Odyssey. He explains that he suggested building a game feature to differentiate Loral Electronics' high-end televisions in 1951, but that his idea was declined by management; that he got serious about the idea and built his first prototype while working at defense contractor Sanders Associates in late 1966; and that Bushnell attended a demonstration (and signed the guestbook) in 1972 before founding Atari and consequently building his own version of Pong.

That's fair, and if Baer were to conclude the first chapter with the book's subtitle -- "the inventor of home videogames" (note the qualifier of "home" vs. "all") -- then it would be an acceptable story. However, he takes the argument into a different and surprising direction. He asserts that everything before his time -- such as Willy Higginbotham's 1958 oscilloscope-based tennis game at Brookhaven National Laboratory and MIT hacker Steve Russell's Spacewar from the 1960s -- were not "real" games simply because they used non-standard screens and weren't commercially viable. (But so what? They were no less entertaining. By common sense, and not a console purist's definition, a "videogame" is a game played on a video screen, period. I'm sorry if Bushnell gets credit for the invention of practical, home videogames where Baer rightfully deserves it, but that's no reason to indict the whole history of creative computer science.)

Happily, the Baer drops the matter after the first chapter, and continues telling the story of his adventures working with Sanders and Magnavox. Better yet, it turns out that these adventures are fascinating and worth reading no matter when or what Baer originally invented. Among the technologies he helped to develop were methods for delivering game content over cable television networks, the use of cartridges for storing game data, interactive videotape and videodisk systems, instant-replay features for sports games, and methods for drawing on the screen. He also invented the famous electronic Simon toy. For most of this time, he made a living by designing military simulators for Sanders Associates. In addition, for most of these issues, Baer includes not just prose about the how and why, but also detailed and full-color technical notes, illustrations, and even schematics. There are also sections focusing on the business issues he faced while trying to get Magnavox and other large corporations (such as Coleco and Nintendo) interested in his unproven ideas, which of course were correct, or else you wouldn't be read this. Another section of the book deals with lawsuits involving Bushnell.

Baer has two more treats for us before closing his autobiography. First, he includes eight appendices, focusing on the Simon and other toys; a television games chronology; a Magnavox timeline; notebook entries from 1966-1972; patents; schematics and experiments; timelines of all of his projects sorted by date and category; and a bibliography. Second, for hands-on readers, there is an optional CD available for $10, which includes the necessary information for building your own Brown Box prototype and with video of Baer demonstrating how to play it. (My review copy didn't include the CD, so I'm basing this on what's stated in the book and on an email from the publisher.)

Overall, I recommend checking out this book. There are other videogame histories, but none so thorough from the perspective of a pioneer who actually lived it. If you can get past the controversial first chapter, you will find a great tale of ingenuity, persistence, ambition, and justice, along with some very cool technological insights. Or, as summarized by Steve Wozniak on the back cover, "I can never thank Ralph enough for what he gave to me and everyone else." Game on!

You can purchase Videogames: In the Beginning from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

9 of 410 comments (clear)

  1. well by brandanglendenning · · Score: 5, Insightful

    i don't know how the 'know your roots' t-shirt is ironic. i mean, it's not like everybody is 40 years old and still playing pong. 'your' would imply that the roots he is 'knowing' are relative to his own life, not that of some intelevision spaz touting the depth of burger time gameplay.

  2. The sad thing is... by rAiNsT0rm · · Score: 4, Insightful

    I have a videogame collection with close to 1000 original game carts and systems as well as thousands more in emulation. When younger kids/relatives come over they don't even know how to USE a NES/SNES let alone an Atari or the likes, but once I brief them they all love them. TAZ for Atari 2600 is one game that holds up so well it is amazing, or Warlords.

    The "roots" of gaming were FUN games, easy play, and great simple control. Gaming really needs to get back to its roots and stop trying to be the next multi-billion hollywood-like crap industry.

    Music has been turned artificial, movies have followed suit, I guess games are next. When people will wake up and stop accepting this crap is beyond me. People have no "soul" anymore, they want fluff with no real substance, typical disposable society.

    Ask a teenager to hum or whistle their favorite song... they can't do it because there is nothing but a catchy hook, it's empty. Same thing with games, they have tons of flash and glitz but no soul and it isn't getting any better.

    The only hope is that the Nintendo Revolution claims to simplify the controller so that even a mom can play, with this simplification of controller should force game developers to go back to THEIR roots and begin to produce fun and enjoyable games with some heart put into them.

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:The sad thing is... by TobyWong · · Score: 5, Insightful

      Good games today are also fun, easy to play, with great simple control.

      These are the characteristics that separate the good games from the bad games.

      I was there in the beginning too but I don't subscribe to the notion that all modern games suck/are pure fluff. Due to the amazing properties of nostalgia you just happen to forget all the crappy old games which were no fun, had bad controls, and were frustrating to play.

      IMO, the majority of games past and present range from poor to mediocre but it's those few really good ones that make video gaming such an enjoyable pastime.

      --
      - Toby
    2. Re:The sad thing is... by imsabbel · · Score: 4, Insightful

      Well. I dont know what you are talking about.

      I downloaded some "all in one" rom package years ago, a few thousand nes roms. Sad thing was: 8 of 10 were crap.
      And only a few were those "gems" that make us believe back then everything was better.

      I dont think the great to crap ratio has dropped significantly the last 20 years...

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    3. Re:The sad thing is... by cowscows · · Score: 3, Insightful

      It's a little more complicated than that, but also not as bad as you make it sound. As games have gone more mainstream, like other forms of media, a lot of them have started to pander to the widest possible audience, in order to make more money. The focus has often times gone to graphics, because they've been easy to improve, the results can be immediately understood, and it's easy to advertise that sort of thing in magazines and whatnot. Gameplay is a much more subjective thing. While everyone can appreciate the progress being made in graphics, an evolution of gameplay that you enjoy may seem like a step backwards to me. And either way, good luck writing a satisfactory explanation of it on the back of the retail box.

      But like the movie and music industries, while a lot of the big name stuff has "gone hollywood". there's still plenty of people out there doing it cause they love it. Economic forces have relegated these independent outfits more to computers than consoles, but they're still there. Just like there's plenty of weird, experimental, and crazy indie music, there's lots of indie games out there. Sure, a lot of it's crap, but one of the side effects of innovating is that plenty of what you come up with doesn't work. You're not going to find these sorts of games sitting on the shelves at CompUSA, but that doesn't mean they don't exist.

      The mass market is always going to pander to a lower common denominator. That's almost what the definition of what mass market is. And that's fine, because plenty of people want fluff. Occasionally I want fluff too, real life offers me plenty of substance somedays, and I generally try to view video games as a diversion, not another project for me to get emotionally involved in.

      There are plenty of good games being made. Some are simple, some are complex. Some are evolutionary, some are revolutionary. Some will appeal to only a few, others will appeal to millions. If you can't find games that you like, either you're not looking very hard, or your expectations have somehow gotten horribly skewed.

      --

      One time I threw a brick at a duck.

  3. don't forget, you're old by frishack · · Score: 5, Insightful

    Sadly, it's not just modern youngsters who are unaware of their technological roots

    Um, he's only a teenager, those are his roots.

  4. Children claiming credit they don't deserve. by kinglink · · Score: 4, Insightful

    It sounds to me that it's one of those "I invented the Internet" deals.

    Sadly these guys were all beaten by a couple score of years by the table top gamers, and those beaten by centuries by Board games, and of course I'm sure there was cavemen who played "who can get hit the hardest" and they beat us all.

    This book does sound interesting but the first chapter probably will throw most people, why don't people just accept they aren't the FIRST. There's only one, and it's likely to be an unstandardized and oddball chose, rather then a standardized idea. VMS and Unix easily predates Dos, tnd There's smaller OSes before that too, IBM is one of the first developers of computers, but hardly the first. Babbage is considered the creator of computers, but I'm sure even he stood on the shoulders of giants (while he was a giant himself too.)

    I prefer my historians to be realistic, even if they do believe themselves to do great things, Carmack is a genius, and as long as he doesn't run around and say he single handly created the FPS (though he did a HELL of a lot for it) I'll applaud him, same thing with Gates admiting that he changed a fledgling OS into DOS, or helping to create Basic, no he didn't do it himself, but he did take a decent idea and make one of the first stardized "simplistic" programming languages.

    Basically I just wish all these programmers or creators would just admit that they arn't the only person in the industry, admit what they did for the industry, and not they to make their accomplishment the only one in the industry, but then to make that wish I'd have to forget about human nature, and sadly I can't so I guess I understand the reasoning for it, but the wish will stay in my heart even if it's never spoken.

  5. Re:Ironic? by greymond · · Score: 5, Insightful

    I agree. And I'll add that the idea behind the "Root" shirt has nothing to do with the Atari or Pong of video games. Looking back over the last 20 years what was the first gaming console that made kids want stay in their homes for hours instead of going outside?

    The Nintendo (ok or Sega or NeoGeo if you were rich) The Atari was great and a lot of kids played it. But given the choice between playing Dodgeball back in 7th grade or playing Pitfall on the Atari - I'd pick Dodgeball in an instant. The Atari was great but it was played with on days when it was too rainy or snowy to go outside, and after an hour or two you'd get bored and want to do something else.

    Now the Nintendo...oh my...I didn't want to go outside because I could beat the crap out of my friends for hours in an NFL game or spend literally days exploring the worlds of FF and DW.

    My Nintendo is the "Root" of where I got my desire to play games. Not the Atari, Not the Commador64, Not my PC Jr.. Sorry those were all fun, but they didn't make me give up the outside world and make me spend 4-6 hours in front of them every night.

  6. Re:Read between the scanlines: by FLAGGR · · Score: 3, Insightful

    Okay, there are two types of games as I see it. The games you're talking about, typical to the Atari, are "game games". Simple and fun. Personally, I tire of them quickly, but I know they mean something special for some people, and the more modern ones (examples you listed at the end) are actually quite awsome games.

    Then there are simulation games. Iw as just looking at a pic of MGS3 (not my cup of tea, but oh well.) It's trying to simulate the real world, stealth and AI as best as possible. Some people really enjoy this. Personally, a defining moment in my video game playing career was playing a used game I got at EB for $2, x-beyond the frontier. It's a space sim, with an economy where you trade crap, buy ships, blow shit up and build factories etc. Not like starcraft or anything, its a persistant universe, and fighting is done through the cockpit of a single ship, maybe using the AI commands to make your other ships attack with you. I remember, the first solar system you land in. The graphics were shit, let me tell you, pure shit. Some alien dudes are talking, the Taladi or something, but the voice acting is crap and you can't understand it. When your flying in the system, the first thing you notice is size. it takes like a minute to fly to the nearest station, as you watch it come closer and closer. The funny thing is, you could see the seams in space, like in the FAR off distance, where the level ended, everything was enclosed in a cube, with the stars textured on, but they did it badly so you could see the edges of the inside of the cube. (/me hands the dev's a tutorial on texturing and lighting) If you play it, and sit back and think about it, each sector, no matter how big it is, is actually small. Distances mean shit in computer graphics, since its all just empty space, so technically, in a sense, its easier to do "big" than small. For some reason though that didn't matter, because I felt like I was flying through space. The cool thing is, in space stations, you had to manually dock until you got the autopilot upgrade. Fly to fast, or not in a straight line, and boom your dead. The sequel X^2 is great too, great graphics.

    What am I trying to get at in this off topic post? The simple atari games dont appeal to me, that doesn't mean they don't have soul. If the new fangled first person shooter with a million polys per character doesn't appeal to you, it doesn't mean someone else doesn't, and doesn't mean it doesn't have soul in their perspecitve. It's all about what kind of emotional response you personally get, whether its a joy from the pure mechanics of the game, or immersion from the realistic setting.