29 July, 2026

Game 003 - Nimrod: A Mighty Computer Before the Lord


Release Date: 4th of May, 1951

Platform: Standalone Device

Genre: Strategy

Developer(s): John Makepeace Bennett, Raymond Stuart-Williams

Publisher(s): Ferranti


You think I was joking when I said last article that video games had become an international sensation by 1950? Well, Nimrod here sees us jumping across the Atlantic Ocean to Great Britain to a game designed by an Australian (you beauty!), built in England, and shown off in two separate countries! How's that for international?

Nimrod, also happens to be the first of many, many, many computerised versions of the game of Nim we'll be seeing over the formative decades of video game history. Yes, I did just say decades - that wasn't a typo. As a simple and wholly predictable mathematical logic game, Nim was extremely popular with programmers and computer scientists.


Aussie, Aussie, Aussie!

It's a personal point of national pride for me, seeing an Australian-designed game appear so early on in the history of video games. Sure, we have top-tier pedigree nowadays (Hollow Knight, anyone?), but seeing that Aussie involvement in gaming can be traced back to the very formative years of the medium does bring me a little joy.

John Makepeace Bennett (OA) was born in Warwick, Queensland on the 31st of July, 1921. Little was recorded concerning his formative years in this regional town - we know, at the very least, that he wasn't educated there. Rather, his education took place at a Gold Coast boys-only boarding school known as The Southport School. Bennett chose to pursue higher education at the University of Queensland, graduating with a Bachelor of Civil Engineering - a choice of convenience inspired by his older brother, Ron, who previously completed the course. John had free access to all of his brother's study notes - no doubt making the course rather easy for him.

John M. Bennett (OA, 1921 - 2010)

Bennett's tertiary study years also happened to coincide with the outbreak of World War Two. Once Bennett had that shiny piece of paper in his hand, it was off to war with him. Fortunately, his smarts kept him off the battlefield, and he was instead stationed with a RAAF (Royal Australian Air Force) radar unit on the Wessel Islands - a group of uninhabited islands at the very tip-top of the Northern Territory, almost a stone's throw across the ocean from Papua New Guinea. Once the war was over, Bennett returned to education, studying electronics and mechanical engineering, and mathematics.

1947 would be the year to define the course of Bennett's life work. It would see him leave his homeland for the computer labs of England, where he would work on some of the most significant early computers, which would, in course, lead him to design Nimrod. While working in Brisbane, Bennett would hear a radio talk concerning one of those new-fangled computers being designed over in the United Kingdom. This computer was the Pilot ACE - the scaled-back version of the ACE computer designed by Alan Turing in 1945. Inspired to bring the technology back Down Under, Bennett left for Cambridge University. As a side, Turing and Bennett did indeed cross paths - in 1950, when both were working for Ferranti.

At Cambridge, Bennett would not only complete his PhD, but also assist in the development of several important early computers - we'll talk about those more fully with the next few upcoming games. As a research assistant under Sir Maurice Vincent Wilkes, Bennett would be part of the team that built the Electronic Delay Storage Automatic Calculator - EDSAC for short. EDSAC was one of the very first stored-program computers, and is significant for us with regards to video games, as we have not only evidence of several games programmed for it, but one of the contenders for the title of "first video game," A.S. Douglas' OXO, is still playable today (though only in simulated form.)

EDSAC. Looks more like a library than a computer.

While completing his PhD, Bennett was approached by the electronic engineering firm, Ferranti. Ferranti might be a familiar name to those of you who read the Bertie the Brain article, as the company that provided Josef Kates' University of Toronto with the FERUT computer. Ferranti wanted Bennett's specialty knowledge for a project being undertaken for the University of Manchester. Ferranti had, at this stage, already completed their Ferranti Mark 1 computer - the successor to the earlier Manchester Mark 1 - but further upgrades were required. Bennett's new-found familiarity with computers made him a valuable asset for Ferranti, and he accepted a role on the project in 1950. He would develop the instruction set for the upgraded Ferranti Mark 1, commonly known as the Ferranti Mark 1 Star (usually written as Mark 1). 

Ferranti Mark 1* in operation.

This is where he would work alongside both Alan Turing, and the parents of Tim Berners-Lee, future inventor of the World Wide Web. The web of connections grows exponentially the further I dig in! Bennett would also meet his wife, Mary Elkington, while working on the Ferranti Mark 1 in 1952. Bennett had already done much in his brief career, but he was yet to lead a project. That opportunity came in 1950.


Faster Than Thought

In the late 1940s, plans were commenced for creating a celebration of British ingenuity. This was the Festival of Britain, and it was due to commence in the summer of 1951. A year prior, the event organisers approached Ferranti - who were at the time one of the leading computer manufacturers in the world - asking if they would be able to create a full-scale computer display for the Festival. Ferranti agreed, but as the deadline approached, it became obvious to all at the company that the promised device would not be completed in time. Ferranti made the unfortunate news known to Festival authorities on the 30th of November, 1950.

Enter John Bennett with a solution.

Bennett proposed that something could still be done for the Festival. Something of a smaller scale, but could still display the basics of computer science and programming. He suggested that they create a computer that could play the game of Nim. He worked through December of 1950 to develop the design for this gaming computer, and it was presented to both Ferranti and Festival authorities. They both approved it, and work commenced in January, 1951. Progress was rapid, with construction undertaken by a team of nine, spearheaded by Ferranti engineer Raymond Stuart-Williams, and the computer, named after the Biblical character Nimrod, was completed in April of the same year. Just in time for the Festival!

A poster for the Festival of Britain.

Nimrod was transported from Manchester to London for the Festival over April, and the four ton, nine-foot tall beast was fully constructed and working on the 1st of May. The Festival commenced on the 4th of May, with Nimrod front-and-centre in the science section of the South Kensington location. Advertised as an "electronic brain" and "faster than thought," the Nimrod display captivated its audiences for the entire five-month run of its exhibition at the Festival. It's reported that Bennett's colleague, Alan Turing, tried his hand at beating Nimrod. It did not succeed in having a flawless performance, with a few minor malfunctions occurring during the months, which were easily resolved. Although, Bennett recounts, its reception was not quite as intended,

"The machine was a great success but not quite in the way intended, as I discovered during my time as spruiker on the Festival stand. Most of the public were quite happy to gawk at the flashing lights and be impressed. A few took an interest in the algorithm and even persisted to the point of beating the machine at the game. Only occasionally did we receive any evidence that our real message about the basics of programming had been understood."

(The source for this quote can be found here. This website is chock full of Nimrod facts and trivia, and is well worth your perusing.)

Nimrod, in the flesh.

Curiously, this reception mirrors the reception of Bertie the Brain in Canada a year prior. There's quite a few parallels between Nimrod and Bertie, as a matter of fact:

  • Both games were designed by one man, with countries of birth foreign to the country their games were built in (Josef Kates was Austrian; John Bennett was Australian - don't get the two mixed up!)
  • Both games were designed specifically for a national exhibition.
  • Both games had a primary purpose other than entertainment.
  • The reception of both games ran contrary to their intended purpose.

Unlike Bertie, however, Nimrod was not immediately dismantled after the conclusion of the exhibition. That was the intention, but Nimrod was offered a second life. In the last week of the London exhibition, a suggestion was made to the Nimrod team by the Board of Trade to take Nimrod for a Continental excursion to visit the old enemy, Germany. The Berlin Industrial Fair was due to begin on the 6th of October, and there was a dedicated United Kingdom exhibit planned for it. It took a bit of convincing, but the Nimrod team eventually agreed, upon realising that it would be quite easy to accomplish the task of dismantling and flying the machine overseas in the matter of a fortnight - all they had to do was work 24 hours a day, and work twice as quickly! How hard could that be?

An artist's rendition of Nimrod.

I won't recount the full tale of Nimrod's trek to Berlin, but needless to say it was quite the arduous journey! There's an entire article available to read online, written by Raymond Stuart-Williams himself, where he recounts the full adventure with typical dry, British wit. The liner notes version would be that the whole saga was a comedy of errors, featuring a plane too small to store all of Nimrod, another dodgy plane with a flat tire and doors that wouldn't close, and having to convince Dutch customs officials that Nimrod was not actually an atom bomb! Maybe the instinct to refuse initially had merit, after all...

Needless to say, Nimrod did somehow manage to arrive at its destination unscathed. Stuart-Williams recounts that the team, plus a few German engineers, had Nimrod up and running within 28 hours of arrival. The German audiences were just as - if not more - fascinated by Nimrod, and several dignitaries tried their hand at beating Nimrod - and failing! Word of the machine even made it over the Berlin Wall, with one university attempting to build a replica.

Nimrod in Germany.

Once the German exhibition concluded, it was time for Nimrod to return home for a well-earned retirement. There's some misinformation floating around the internet suggesting that Nimrod also made an appearance in Canada, but this is flatly debunked by Stuart-Williams' article. He states that, once Nimrod was returned to Britain in November, 1951, having completed its task, it was promptly dismantled.


A Computer of Renown

I'm actually quite pleased to say that Nimrod possess a legacy and influence, unlike the first two games of our chronology. Although, it's only tangential influence, rather than direct. But it's better than nothing!

As formerly noted, John Bennett worked on development of EDSAC prior to designing Nimrod. Very soon, people are going to start making games for EDSAC - most notably Sandy Douglas' OXO in 1952, which might be the first "true" video game, under some definitions. The other contender for that title, Christopher Strachey's Draughts, also has a potential, yet more speculative connection due to Bennett's involvement with Ferranti during the Ferranti Mark 1 and Mark 1* development - the former of those being the platform Strachey would get his Draughts program fully functional on. There's a strong possibility that Bennett and Strachey crossed paths in 1952 while both were working on their separate projects at the University of Manchester.

This gives us a substantial update to the Video Game Family Tree, as we'll see below. Aside from the Air Defense Simulation connections, we actually have some real connections to make!

The upgraded family tree as it stands at 1951-52.

As for John Bennett post-Nimrod, he would make his way back Down Under in early 1956 to become an Aussie computer pioneer. He took up a role with the University of Sydney's Department of Physics, where he would be in charge of overseeing the university's brand new supercomputer - the SILLIAC, named after the American ILLIAC. This was regarded as one of the most powerful computers in the world in the mid-1950s, and Bennett would - quite literally - write the book on it. He also developed Australia's first computer programming course during this time. Bennett would remain involved in computer science for his entire professional life, chairing several state-based computer societies, and he eventually became the inaugural president of the Australian Computer Society in 1966.

In 1983, Bennett was made an Officer of the Order of Australia for his contributions to computer science and technology, and retired in 1987. He was also awarded the Centenary Medal during Australia's centennial celebrations in 2001 for his services. After enjoying a long retirement, whilst still being regularly tuned into the latest developments in computer science, John Makepeace Bennett passed away on the 9th of December, 2010, at the ripe old age of 89.

John Makepeace Bennett.

Personally, I've quite enjoyed learning about this great Australian, whom I was totally unaware of prior to writing this article. Part of the joy of doing this blog is discovering the stories of great people, who achieved great things that still have an impact on us today, who would otherwise be forgotten about.


Gameplay

Let's finally talk about how Nimrod actually plays. Nimrod plays your standard, garden-variety game of Nim. What Nim is warrants some explanation here, as it's technically the first time we see Nim appear in the chronology.

Before diving in, it's worth mentioning that you can play Nimrod today! There's an online simulator available on a Nimrod fan site here. This is a "stripped back" version of the author's full simulator, which he boasts is for the "most modern operating system", HAIKU/BeOS. I have my own thoughts on this decision, which I'll keep to myself to avoid offense. I'm thankful that we've been given a publicly available, browser-based version of this simulator, at least.

The Nimrod simulator.

Nim is an ancient game centred around object removal. There are multiple variations of the game, but the core gameplay element that does not change is that two players take turns removing objects from one or multiple piles of objects,. with the objective being to either be the player to take the last object, or to force your opponent into taking the last object.

Nimrod was designed with a fairly standardised ruleset for Nim, in which there are four piles of objects, represented by the computer as four rows of seven lights - seven being the maximum number of objects allowed in each pile. Nimrod allows the player to choose how many objects are in each pile, though the standard, 4-pile setup is 7, 5, 3 and 1. The player would setup the game by pushing a lever on the computer to put the game into "setup" mode. The number of objects they'd like in each pile could be selected by pressing a button above one of the lights in each row, corresponding to the number of objects in each pile, ascending from left to right - to have zero objects in a pile, you'd push the leftmost button, to have a full seven, you'd press the rightmost button.

Look at the pretty colours!

The player could also use other levers to adjust various game settings. There's not a whole lot of variation with Nim, but Nimrod only includes the bare essential settings - whether the winner is the one who takes the object (called "simple" mode by the game), or the one who forces their opponent to take the last object (called "reverse".) This setting was also changed by a lever, as was whether the player or computer played the first move. Quick hint: if you want to win Nim, always go second! Nimrod plays a perfect game, meaning the player can never win going first.

Once the player's preferred settings were selected, they'd then push the "setup" lever back down into the "play" position to begin the game. For the player to remove objects, simply press one of the other buttons above a light, and all the objects to the right of that button will be taken. We're so far back in computing history here that the computer can't automatically make its moves - the player has to press a button to get the computer to make its move! (If you think this is complicated, wait until you see Strachey's Draughts.)

My playing experience of the simulator was confusing initially, fumbling about with the controls until I figured out how it all worked. This, thankfully, didn't take too long, and I was able to beat the computer on a couple of occasions once I remembered how the logic behind Nim worked. I show you how to beat Nimrod in the video at the top of the article, and, to save me the explanation, there's an article here explaining the binary logic behind Nim. There's not really a whole lot to say about the game once the novelty of it being a computer game from 1951 wears off. It's just computer Nim, like any other computer Nim I've played before.

This was a winning setup for me.

On that note, I think it's a good time to move onto the scores.


Scores

Time Played: 25 minutes
I had to re-record my Let's Play, as OBS ate half of my voice on the original recording due to my filter settings.

Difficulty: 5 (Moderate)
Difficulty is tricky to judge with Nimrod, and by extension all other early Nim variants. The computer plays perfectly, meaning that it's either impossible to beat on certain settings. On the flipside, one can also take advantage of the settings and computer (provided you know how Nim's logic works) to also win infinitely.

Gameplay: 2
Nim is inherently a simple and not overly interesting logic game to me. These early computerised versions tend to be frustrating in that they're either impossible to beat due to the computer being programmed to play perfectly, or are infinitely beatable with the right settings, once you know the logic behind the game. The lack of variation in the computer's competency makes the game far less compelling than it could be.

At base, I give Nim in all its variants 1 point for being an actual game. Nimrod gets another point for the variety of game settings available, which is impressive for such an early computer game.

Controls: 5
Nimrod actually has a fairly simple control scheme, despite the appearance of complexity. Game settings are changed with the use of levers. Each light in the four rows, representing an object, has a button attached to it. You setup the game by pressing the button lining up with the number of objects you'd like in that pile, with the rightmost button being the most at 7. If you want no objects in a pile, you'd press the leftmost button. Actually... the more I try to explain it, the more complicated it actually seems...

Initially, playing the simulator, I did get a little confused on taking away objects at first. The game only takes away the objects to the right of whatever button you press, but not the object below the pressed button. The computer does not automatically make its moves, either - the player has to press another button to have the computer make a move.

Sound: N/A

Visual: 2
A score for visuals is quite odd to determine for Nimrod, as it doesn't exactly have a "traditional" display. The visual component is represented by individual lightbulbs - whether this counts as a true video display or not is up for debate. It's at least more interesting to look at than the average text-based game, so I'll give it a 2.

Story: N/A

Functionality: 4
This score is purely based on the first-hand accounts from Bennett and Stuart-Williams concerning Nimrod's actual performance. A few malfunctions occurred, but they were only minor, and resolved quickly.

Accessibility: 3
I mean... if you lived in London in 1951, and were able to attend the exhibition, then sure - it's accessible.

As a game, it's relatively easy to understand, as the Nim concept is simple to grasp. Although, the game's display appears overwhelming at first with all its lights, buttons and switches, which is where it loses a couple of points for me.

Fun Factor: 1
Not particularly exciting once the novelty wears off; it's just like every other game of Nim I've ever played, just with more involved controls.

Overall: 17

Proto-video games aren't going to score very well by their nature. 17 (weighted to 21.25) is a pretty terrible score, however. Not terrible enough to land Nimrod in the F-tier - but only just. One also has to keep in mind that games like Nimrod were not designed with a modern game dev's mindset - nobody knew what video game design principles were back in 1951. Nimrod was a showcase for a company's technical prowess, and its design reflects as much. I find it fascinating how much Nimrod parallels with Bertie the Brain, despite the two games being created on opposite sides of the world, and with no contact.


Next Up: Mate-in-Two (Gaiden Article)

13 July, 2026

Game 002 - Bertie the Brain: The First Video Game (If You're Canadian)

Release Date: 25th of August, 1950

Platform: Standalone Device

Genre: Pen & Paper

Developer(s): Josef Kates

Publisher(s): Rogers Majestic Corporation


The second usual contender for the title of "first video game" (sorry Air Defense Simulation) sees us taking a brief trip across the northern border from where the Cathode-Ray Tube Amusement Device was made - to Canada. Two games, two countries already! Video games have been hardly invented yet, but are already becoming an international phenomenon!

During the course of research for this article, I figured out a suitable name for these earliest "is-it-a-video-game-or-not" devices: proto-video games. I haven't heard anybody use a term like that for these earliest digital games, and I think it's a suitable designation for these games that are edge cases like Bertie the Brain and the Cathode-Ray Tube Amusement Device, not neatly fitting into any other pre-established categories.

I also need to point out upfront that this is likely one of the few exceptions to my new approach to scoring everything. Since there is no means to play or experience the game, I obviously can't score it. Just giving a heads up in case you end up wondering why there's no score section at the end of this article. I am aware of a couple of "homage" programs floating around online, but they're not exactly authentic or accurate. On that basis, I'm content to leave this one out of the tier list.


Bertie's Brain

The second of these proto-video games was designed solely by one man - Josef Kates. An Austrian of Jewish descent, born on the 5th of May, 1921, in Vienna. His parents were grocers and, like so many others, were forced to flee the persecution occurring their native land at the hands of the Third Reich. First to Italy, and then to England when he was only 18 years of age in 1939. For a short while, he found respite there, working as an optical apprentice. That respite came to and end when war came to Britain.

Josef Kates.

Initially he volunteered for the British army but, in 1940, Britain interned Continental refugees under the suspicion that they might be working for the enemy. A plan was hatched with Commonwealth members Canada and Australia to transfer these refugees abroad. Kates ended up in Canada, where he would remain for the rest of his life. But now, in Canada, Kates was no longer a free refugee - he was a prisoner of war.

Kates found himself living in an internment camp for two years, where he worked various odd jobs, and was also offered the opportunity to complete a high school diploma through Montreal's McGill University. Back in Vienna, Kates performed rather poorly as a student, but when this opportunity presented itself, he pushed himself to excel in his studies. The work paid off, as when exam time came, he was the best performing student in the entire province of Quebec!

Come 1942, Canadian officials realised that Kates and his fellow prisoners weren't actually on the side of the Germans, and thus released them from internment. Kates had several opportunities presented to him to work and study - he was offered a sponsorship at the University of Toronto, which he did not take up until 1944. In the interim two years, Kates returned to a familiar vocation - optics, taking up a job at Imperial Optical as an optical technician to support Canada's war effort.

When it came time to take up that university sponsorship, Kates majored in mathematics and physics over a course of four years, while also working full-time in a new field - electronics. He was working for a company called Rogers Majestic, which went by many names over the years - eventually it was merged into the Dutch mega-corporation, Philips. Originally given the incredibly direct, matter-of-fact name of Standard Radio Manufacturing Corporation, Rogers Majestic - founded by Edward Rogers in 1925 - specialised in vacuum tube manufacturing, specifically for what was marketed as "battery-less" radios. Kates' time working here would give him the necessary knowledge and experience needed for his future inventions, like Bertie the Brain.

When Kates' study was completed, the University of Toronto offered him a job. They had just recently created a brand new computing centre, and were looking for capable individuals to work there. Kates was obviously a familiar character to the university - one of his professors played a leading hand in forming the new computing centre - and so they offered him a position. According to Kates, the pay was shockingly poor, but this new field of computing excited him, so he took the job anyway.

The first project Kates and his team worked on was constructing the university's first computer - the University of Toronto Electronic Computer (UTEC). The specs on this thing were sure... well, they were specs, I guess. I think a modern toaster would likely have more memory space than UTEC did... This "pilot" computer, as Kates describes it, was declared fully operational on the 1st of October, 1951. Unfortunately, it was a short-lived machine, as it was replaced a year later by a Ferranti built computer nicknamed FERUT, which was imported as a half-built Manchester Mark I (the predecessor of the machine Christopher Strachey's Draughts game was fully completed on). The arrival of FERUT also killed plans to create a larger version of UTEC.

UTEC in action. This is what a computer looked like circa 1949-50. Kates the middle of the three men.

There's a fascinating piece of information Josef Kates gives in a 1992 interview when talking about UTEC. It was such a limited machine, that, according to Kates, "The only thing we programmed for it was games [emphasis added.]"

Games!

Kates doesn't go into much detail about what games were programmed for UTEC, but he does mention a Nim game being created. I find this detail simply fascinating - it means more computer game activity was happening in the 1940s and 50s than first thought. Also curious is that there was more interaction between this generation of computer scientists than I initially thought. Engineers from both the EDSAC project at Cambridge and the Pilot ACE project at the National Physical Laboratory visited Toronto to see UTEC. Both computers relevant to the history of video games, too, with OXO (EDSAC) and Draughts (Pilot ACE) being prominent early computer games written for the systems. Those games' authors wouldn't have been part of the groups to visit UTEC during its development, however. Douglas and Strachey were comparative latecomers to EDSAC and Pilot ACE, respectively.

During this extremely arduous process of developing UTEC, Kates formed in his mind one way of improving the building of computers in the future. The infrastructure needed to build a computer was excessive at this time, especially the required amount of vacuum tubes. The circuit constructed for basic addition required twelve vacuum tubes. For UTEC, 1 + 1 = 12. Kates thought it absurd - there had to be a better way. He conceived of an invention he named the additron tube. In layman's terms, this tube was conceptualised to compress the job those twelve vacuum tubes did into a single tube. Sounds like a great idea, right? Kates thought so, too, and wanted to showcase the tubes in some big way. His mind must have still been stuck on those games he was programming on UTEC, because his idea to showcase his new invention was to create a game with the additron tube.


Bertie

Kates was prompted to come up with the idea for creating a game using his additron tube invention by the man he enlisted to construct a few tester tubes - Ted Van Dyke. Dyke knew that there needed to be some form of public advertisement for the new invention. Kates knew that there was a National Exhibition up-coming in 1950, and thus the idea was conceived to create a game for the Canadian National Exhibition to advertise the additron tube. We shall see this sort of thing - games being produced for a purpose other than entertainment - becoming a recurrent motif in early video game history. Somewhat ironic that the first proto-video game (CRT Amusement Device) was actually designed purely for entertainment.

Progress on the game was rapid out of necessity. Kates reported to have completed the design of Bertie the Brain in only half an hour! The concept of the game was rather simple - create a computer that can play Tic-Tac-Toe against a human opponent. Kates also wanted the competency of the computer opponent to be adjustable; in modern terms - difficulty modes. This is quite remarkable, as we're seeing a foundational aspect of video game design present in a video game (arguably the first) designed in 1950. Keep in mind that we're still two decades away from the birth of the arcade industry, and those games didn't initially have much in the way of difficulty modes.

Kates' previous work experience provided quite helpful in the construction of Bertie the Brain, as he was able to construct the machine at Rogers Majestic in Leaside, with the company - now merged into Philips - providing assistance in the form of Harry Stein, who completed the majority of the work alongside Kates. Kates and co. powered through the process, and had Bertie the Brain ready for the National Exhibition.

Quite the looker, Bernie was.

On the 25th of August, 1950, the annual Canadian National Exhibition began. Front and centre was a strange, giant machine with the name "Bertie the Brain" plastered on the overhanging front panel at the top of a device over twice the height of most passers-by. Kates reports that Bertie routinely attracted substantial crowds across the CNE's two-week run time. There's one famous anecdote concerning Danny Kaye, a celebrity comedian in those days who was headlining a vaudeville performance at the Exhibition. According to Kates' Philips convinced him to come and try his hand against Bertie. Kates cranked up the Brain to max difficulty, and Kaye lost round after round - I'm sure much to his dismay. Eventually Kates relented, and Kaye was able to win a round.

The now-iconic photo of Danny Kaye having beaten Bertie the Brain.

Word of this spectacular, computerised mind even spread across the southern border. The Washington Post reported on it in a section summarising the entire Exhibition in their 9th of September, 1950 edition. Bertie the Brain takes out another first - the first video game to make international headlines! Well, that's if you'd call from Canada to the United States "international." It technically is, but it doesn't really feel like it, does it?

Bertie performed exceptionally well, by all reports. It was able to run for a solid 12 hours straight across every day of the Exhibition. I'm sure that seemed quite miraculous to Kates, considering the former UTEC he developed initially struggled to function for 15 minutes at a time! They did manage to improve that figure to 2-3 hours - still a far cry from 12 hours.

Kates, likely adjusting the difficulty of Bernie at the rear of the machine.

What didn't perform exceptionally were additron tube sales. Bertie attracted more interest for its novelty, rather than the intended publicisation of Kates' invention. In a rather cruel twist of fate, the semiconductor industry was just getting up and rolling, making the additron tube project obsolete before it had a chance to sprout wings. The tubes were never put into production, and poor old Bertie, having failed at his primary goal, was disassembled after the conclusion of the Exhibition, never to be seen again.

And, just like the Cathode-Ray Tube Amusement Device before it... that was it for Bertie the Brain. Everyone seemed to forget about it rather quickly - Kates included. Between 1992 and 1951, knowledge of Bertie appeared to be completely lost - also much like the CRT Amusement Device. It's a common reality that knowledge of any games prior to Tennis for Two or Spacewar! only seems to resurface in the internet age. For this reason, I won't bring up my Video Game Family Tree here, as Bertie's another that sits as an island without influence on later games (another common reality.)

Kates later admitted regretting not preserving Bertie, lamenting that the speed through which he was progressing through multiple simultaneous projects provided no time for a thought of preservation. And Kates did achieve quite a lot post-Bertie, proving to be a highly influential man in many improvements to Canadian infrastructure. In fact, such was his contribution that, on 16th of September, 2011 the he was made a member of the Order of Canada in recognition of his work. Some brief highlights of his work include the designing of both Toronto's and the world's first automated traffic control system in 1954, and forming a consulting company that improved ship flow through the Welland Canal in Ontario. Kates died in Toronto on the 16th of June, 2018, living to the ripe old age of 97. There's something about this generation and living long - remember that Tom Goldsmith made it to 99!


Is it Really a Video Game?

People like to say funny things about these early proto-video games. One article called this "the world's first arcade game;" many others citing Bertie the Brain as "the first video game." I find a few problems with these attributions. For one, it's not the first arcade game, as arcades, even with electronic amusements (like Nimatron from ten years prior), had existed long before Bertie. Secondly, if we accept the CRT Amusement Device as a video game, Bertie is dethroned from the latter attribution.

That being said, whether or not Bertie the Brain is even a video game is a topic of debate. To once again refer to Stuart Brown (Ahoy) on the subject, he rules out Bertie because it lacks a proper video display. The "screen" used consists of lightbulbs and relays - not a true video display. It has more in common with LCD games in that regard. Interactive, yes, but the player wasn't manipulating images in real time on a CRT-or-otherwise display. The CRT Amusement Device has more claim to being a video game in this regard. This is why I think providing a median category like proto-video games is helpful - for games like Bertie that don't technically fit the definition, but have enough video game elements for some to argue the case that they do.

Speaking of those elements, it's worthwhile laying them out neatly, as Bertie the Brain does distinguish itself as a game of many firsts - some of these are mainstay mechanics in video games to this day, to boot! If we were to define Bertie as a video game, these are the firsts it claims:

  • The first computer-based game to be displayed and played by the public. Yes, it wasn't a commercial product, and no, it wasn't intended for entertainment. Yet it drew great crowds and the Canadian National Exhibition, which one could almost view as a foretaste of the craze Pong would generate two decades later.
  • The first video game with set, selectable difficulty modes. These were controlled by Kates himself, but from his report, there were quite a few levels of difficulty, running the full range of easy enough for a child to win, to downright impossible. It's a prefiguring of the dipswitch system arcade games would run with, and other difficulty selection systems, like the Atari 2600's difficulty switches. Yes, the CRT Amusement Device has a form of player controlled difficulty, but it wasn't set difficulty levels like with Bertie.
  • The first video game with an artificial intelligence. This is the first example of a running game with a solo player competing against a computer opponent. It ties in with the difficulty modes, as well, as the difficulty mode determines the competency of the AI. Going into the 70s, seeing both an AI opponent and customisable difficulty in a single video game is exceedingly rare; it's usually one or the other. Funny to think about, seeing as this is something so taken for granted in video game design now.

I can see why some make the call on Bertie the Brain being the "first arcade video game." It does prefigure arcade cabinets in its visual design to some extent, despite being utterly massive in comparison to the average arcade cabinet. It's also an entirely custom piece of hardware, unlike the comparatively miniscule, and eventually interchangeable PCBs arcade games would be housed on.

If I wanted to be extremely pedantic about definitions, I could grant Bertie the Brain the title of "first computer game." It technically is the first fully realised computer game. Alan Turing's Turbochamp existed in theory years prior, but that was never actually realised as a computer program. But this all depends on whether one wants to delineate "computer" and "video" games. Personally, I don't see a difference - computer games are just video games played on a computer, as opposed to a TV or other device.

So, what do I personally think? Is Bertie a video game? I'm more confident in my conclusion here than with the CRT Amusement Device - I lean more to the side that says Bertie is not a video game. While there are several video game design elements Bertie appears to have pioneered, the absence of a true video signal display lands it far more in the territory of an electro-mechanical - or simply electronic - game. Nevertheless, Bertie the Brain will forever retain a rather interesting place in the early history of video/computer game experiments.

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