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  • Hi, I'm Andre Meadows, and this is Crash Course Games.

  • Today we're going to start talking about the twentieth century, and the advent of computer games.

  • But before we get into that, let's start with a little perspective.

  • Computers are, historically speaking anyway, very new, and they've evolved very quickly.

  • These days, if you have a mobile device on your person, you probably have more technology with you

  • than NASA had when they went to the moon!

  • And yes, I know that's kind of a cliché, but it's true.

  • The Apollo Guidance Computer had a processing speed of 1 megahertz, and it only had 4 kilobytes of memory!

  • That means it could only hold 2048 programmed words. Better choose those wisely.

  • Meanwhile, an iPhone 4S has a processing speed of 800 megahertz, and a minimum memory of 16 gigabytes!

  • Though, to be fair, an iPhone isn't going to get you to the moon.

  • At least not yet. Tim Cook's got something going, I'm pretty sure.

  • But you won't get a signal there. Trust me.

  • [Theme Music]

  • Historically, computers, and the games that were created for computers, are a new phenomenon,

  • seeing as electronic computers appeared in the 1940s.

  • And those early computers? They were some serious tools.

  • Colossus, not to be confused with Colossus from X-Men and Deadpool,

  • was built during World War II to break Nazi codes.

  • And ENIAC, which is considered the first computer to be reprogrammable, it was primarily used for calculating artillery tables,

  • that helped soldiers drop explosives on each other more accurately.

  • But human beings have a long rich history of turning serious tools into playthings and games.

  • Pretty much as soon as we humans invent something useful, we turn it into a game. We're fun!

  • Spears get turned into javelins. Auto racing was invented pretty much as soon as we had cars.

  • We even turned dating into game shows and mobile apps! Swipe left! Swipe right! Super like!

  • So it seems pretty natural that computer games were invented as soon as we had computers.

  • Now those computer games weren't like the games we have today.

  • They weren't consoles or home computers, because there were like, ten computers.

  • And they all belonged to the army or universities, and they all cost a lot of money.

  • But some pioneers were creating video games, or electronic computer games, as they were called.

  • Now video games, in their most basic sense, involve a game played on a computer device and projected onto some kind of video screen.

  • The precursors to video games were computer games, that were made on giant early computers to test the machines.

  • And before those there were electronic games,

  • or those games made on electronic devices without a screen or a computer running the program.

  • And now that we've made that distinction,

  • let's just agree to call all these electronic and computer games "video games."

  • Because it'll make this stuff a lot easier for me to say.

  • We're going to start with a device known as the "Cathode-Ray Tube Amusement Device."

  • It sounds dirty, but it's not.

  • In 1947, right after WWII, Thomas T. Goldsmith, professor of Physics and

  • television pioneer, and his co-worker Estle Ray Mann filed for, and received,

  • what is considered the first patent for an electronic game with a video display.

  • An ancestor of our modern video games.

  • The game was a series of eight cathode-ray tubes hooked up to an oscilloscope for display,

  • and with a set of knobs as player controls.

  • Now, cathode-ray tubes were the technology behind those old, thick, heavy televisions.

  • They would project a beam of light onto the oscilloscope, and the user would see an arc of light.

  • The game simulated the firing of artillery shells,

  • and when the "shell" reached its target, its beam would de-focus, simulating an explosion.

  • This gave players a sense that their "missiles" had struck a target and caused damage.

  • And that was it. The technology could only generate that beam of light,

  • so the other part of the game was a screen overlay, which would later be a regular feature of 1970s video games.

  • While this all sounds very fun, and had virtually unlimited market potential,

  • The parts that went into the "Cathode-Ray Tube Amusement Device" cost a lot

  • of money in 1947, and mass production would have been impractical.

  • The amusement device was never made for the public.

  • It's like the rarest video game ever. Even more rare than "Chrono Trigger."

  • Another gaming first was the display of the NIMROD gaming computer on May 5, 1951

  • at the Festival of Britain in the "Dome of Discovery".

  • The Festival of Britain was sort of like the World's Fair, but just for Britain,

  • and just like that weirdly specific exposition to celebrate one small island in northern Europe,

  • the NIMROD had a very specific task.

  • It was one of the world's first gaming computers, designed and built specifically to play an ancient game called "Nim."

  • Surely you remember NIM from Alain Resnais' 1961 French new wave film "The Last Year At Marienbad"?

  • No? Then you're not a real gamer. Just kidding!

  • Actually the game play itself doesn't really matter. The NIMROD was more of a proof of concept.

  • As one of the earliest gaming computers that the public could interact with,

  • it helped show people that computers could be fun, and it inspired future computer scientists and game developers.

  • Like in 1952, when a University of Cambridge PhD student, A.S. Douglas, developed "OXO", a graphical version of tic-tac-toe.

  • OXO was important because it was one of the first video games to include artificial intelligence.

  • Douglas wasn't a game designer, he just wanted to illustrate his thesis on "Interactions Between Human and Computer."

  • The computer moves in reaction to the player's moves, and this is the interesting artificial intelligence part,

  • they were not predetermined, they were made at the computer's discretion.

  • The computer thought for itself!

  • [whispering] Skynet begins.

  • So far, all of this is pretty high-minded, right?

  • All these games were made to demonstrate the power of computers or as part of academic research.

  • Where's the mindless entertainment of "Burger Time"?

  • Okay kids, "Burger Time" was an arcade game in the 80s - you know what? Look it up.

  • There's food in it. Walking hot dogs and eggs, it's cool.

  • Video games made the jump to pure entertainment in 1958 at the Brookhaven National Laboratory

  • in Upton New York. WIlliam Higinbotham, who had been a designer of electronic circuits

  • for the Manhattan Project, was tasked with entertaining students on Visitor Day.

  • He looked through the lab for stuff that might divert the youth of 1958, with their

  • hula-hoops and chocolate malts... Whatever they were doin' back then...

  • While he was reading the manual for one of the computers in the lab,

  • he discovered that it could calculate and visualize ballistic missile trajectories.

  • He made the natural, logical leap, and programmed the machine to play a tennis game.

  • Kids lined up to play the game and Higinbothom had a hit on his hands.

  • The important thing to note here, is that Tennis for Two's success grew out of reading an instruction manual.

  • Come on, read those manuals kids! Technical writers are working hard to make sure you understand all

  • the functions of your mobile device. Have the common decency to read up and become a power user!

  • Actually manuals are important, but that's not the point of Tennis for Two.

  • The game was never commercialized, but it hinted at the potential of games

  • created solely for the sake of entertainment.

  • Ah, so a theme is clearly developing in our history of game development.

  • The people developing these things were nerds. Awesome, awesome nerds.

  • NERDS!

  • And these nerds weren't only creating a new world of computers, they were creating a culture,

  • and a lot of culture that sprung up around these early pioneers is still with us today.

  • One of the best known examples of a pack of nerds creating computer culture comes

  • from the Tech Model Railroad Club at the Massachusetts Institute of Technology.

  • Let's go to the "Thought Bubble". Founded in 1946, MIT's Tech Model Railroad Club

  • or "TMRC", was for students who, unsurprisingly, loved model trains,

  • but on a deeper level, what they were into was technology and figuring out how things worked,

  • and that sort of curiosity was piqued when computers started to appear in the mid-20th Century,

  • and the group would roam the campus at night, sneaking into labs, to learn how to use the computers.

  • The TMRC developed a culture all their own, with jargon and everything.

  • They described broken equipment as "munged", they called rolling chairs "bunkies",

  • and, famously, they called practical jokes or impressive feats "hacks", and they called

  • the people that pulled off those hacks, "hackers". Exactly.

  • I know what you're thinking, just like the 1995 movie staring Angelina Jolie as Acid Burn.

  • In 1961, TMRC member Steve Russell, also known as "Slug", set out to make the biggest hack

  • of all, a game. He combined his love of "B"-grade sci-fi with his knowledge of the group's favorite computer

  • on campus, the Programmable Data Processor 1, or "PDP-1", to create "Space War!"

  • Yes, the title includes the exclamation mark.

  • This game involved two ships, the Needle and Wedge, trying to blow each other up while flying

  • around a gravitational point. The entire club got involved and members all worked to expand and improve it.

  • The game proved to be so successful that it became part of the PDP-1 operating system and was used to test new computers.

  • Slug graduated, got a job in computer security computer security,

  • and never patented Space War! because he thought there would be no money in video games.

  • He was wrong.

  • Thanks Thought Bubble. Man, I wish I had a PDP-1 around here so I could play some Space War!

  • That'd be pretty sweet. Whoa! Space War! Exclamation point! Ha! I guess it's time for us to Level-Up!

  • So this is "Slug" Russell's game, and those are the two ships, the Needle and the Wedge.

  • They're inspired by ships from the pulp science fiction books that Russell loved.

  • Alright, I'm gonna just try to move my ship over here. This is 1960s' graphics

  • and video game technology, ladies and gentleman!

  • Behold the fascination of two small, shaped objects shooting at each other.

  • Alright, getting closer, getting closer, I think. I don't know, there we go. Just shoot my little -

  • Yay! I got sucked into the gravity! [Laughter] Anyway, what's really interesting about

  • Space War! is that it inspired something called "Galaxy Game."

  • Now that was the first coin-operated video game. It was basically just Space War!,

  • but it was on a newer computer and it was housed in a fiberglass cabinet and people had to pay 10 cents to play it.

  • Oh we're coming to clip. Oh! We went into the gravity together,

  • like friends that just tried to kill each other. SPACE WAR!

  • Galaxy Game lived at the Student Union in Stanford University from 1971 through 1979

  • and large groups of students would gather together to watch this! [Laughs]

  • Occasionally, the school had to install closed-circuit TV screens so that people in the back could watch THIS!

  • This game! Space War! Exclamation point. Okay, this is all the Space War! I can handle.

  • I gotta stop now. Hey, it was a simpler time back then, but, no DLC.

  • Now, these, early examples of electronic and video games aren't interesting because they're the greatest games ever made,

  • I mean Space War! is okay, I guess, but it sets the stage for the explosion in video gaming

  • that we're going to be talking about next time. That explosive growth and the migration

  • of video gaming from computer labs, to arcades, to living rooms and popular culture

  • definitely has a lot to do with the human desire to turn our technology into games

  • and seek diversion and fun, but it also has a lot to do with the coin slot on that

  • Galaxy Game in the Stanford University Student Union, and the lines of students eager to pay to play.

  • I'm talkin' money, baby! Profit, man! That's what brought video games into the mainstream.

  • Thanks for watching, we'll see you next week.

  • Crash Course Games is filmed in the Chad and Stacy Emigholtz Studio in Indianapolis, Indiana

  • and it's made with the help of all these nice people.

  • If you'd like to keep Crash Course free for everyone forever, you can support the series

  • at Patreon, a crowd funding platform that allows you to support the content that you love.

  • Speaking of Patreon, we'd like to thank all our patrons in general and we'd like to specifically

  • thank our High Chancellor of Knowledge Morgan Lizop and our Vice Principal Michael Hunt.

  • Thank you for your support.

Hi, I'm Andre Meadows, and this is Crash Course Games.

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