_-_Nov_27,_1971_Cash_Box_advert.png) |
That's an... interesting marketing campaign you've got there... |
Release Date: November 1971
Platform: Arcade
Genre: Multidirectional Shooter
Developer(s): Syzygy Engineering
Publisher(s): Nutting Associates, Inc.
I think it's time to take a brief (or now unintentionally not-so-brief) break from the Prehistory series and get to playing and ranking some games! Helps that this first game is quite relevant to the most recent Prehistory article...
Next up after Galaxy Game (the arguably-first arcade game ever made) is Computer Space (the other arguably-first arcade game), the first mass-produced, commercially sold, coin-operated arcade video game. Computer Space was developed by a little company known as Syzygy Engineering. Funky name choice, syzygy is an astronomical term referring to when three or more celestial bodies are lined up straight. What that has to do with video games, I have no idea.
But I digress, Syzygy Engineering was formed by two men whose names may be familiar to some - Nolan Bushnell and Ted Dabney. Though the reason you may not recognise the company name was that, after Computer Space was released, they had to change their name, as syzygy was already in use. The name they settled on was a term used in the Japanese board game Go, which Bushnell and Dabney played regularly - Atari. Yes, that Atari. The legendary and pioneering game company that's still around to this day (though whether it's really the same Atari now as back then is another debate entirely.) If we really want to be technical about it, then, we could say that Computer Space is actually Atari's first video game, not Pong.
So now let's have a little look into how Computer Space came to be. Bushnell came up with the idea for Computer Space after playing the legendary Spacewar! on a PDP-6 computer in 1969 (Bushnell had claimed to have seen it earlier at the University of Utah, but it's disputed whether there was actually a computer there that could've run Spacewar! at the time.)
He felt that Spacewar! might be popular as a coin-operated game (funnily enough, he wasn't the only guy with that idea at this point in time, as we've already seen with Galaxy Game - more on that later.) The problem with his idea was that it just wasn't economically feasible in 1969 - computers were just too expensive. Heck, the PDP-1 which Spacewar! was developed on cost (in today's money) over US$1 million. Was not going to happen.
By 1971, however, computer prices had dropped enough for the project to be viable (the computer Bushnell and Dabney used cost about $30k - still a pretty penny, mind you.) Lower-cost tech meant that there would have to be compromises in game design, so Computer Space ended up being quite different from Spacewar!. Gravity was simplified, the sun was removed, and the game was changed to one-player against computer-controlled UFOs. A prototype was manufactured by Nutting Associates, a company most well-known at the time for their Computer Quiz trivia game. The prototype's location testing in August 1971 was successful enough to convince Bushnell he was onto something.
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The arcade cabinet going for that 70s sci-fi look |
Also during this month, Bushnell discovered that there was another pair that had come up with the same idea as him over at Stanford University. It's a game I've already covered - Bill Pitts & Hugh Tuck's Galaxy Game. Bushnell and those two actually had some dialogue and got to see each other's game. Pitts and Tuck were not all that impressed with Computer Space, seeing their game as a more faithful recreation of Spacewar!. Being faithful to the source does not always a good game make, however, as my review of Galaxy Game details. So, after producing four more cabinets for October 1971's Music & Amusement Machines Expo (all in a different colour), and receiving mostly positive feedback, Computer Space went into production in November. All in all, it's estimated around 1500 units were produced. A 2-player version was also produced later, in 1973, which also sold around the same number (created by Steve Bristow, who would eventually go on to work for Atari and develop one of their classic hits, Tank.) How many cabinets survive today is a different story, however. One estimate suggests that only a few hundred cabinets are still out in the wild in a functional or salvageable state.
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The 2-player cabinet. Only comes in green. |
Computer Space, despite initial positive tests, didn't fare all too well. Apparently four buttons were too much for half-drunk bar patrons to wrap their heads and hands around, and so the game was considered a commercial failure. Bushnell figured out that the problem was that it was exactly three buttons too many, and thus sought to simplify in that direction for his next stab at an arcade game. But that one's a story for another day.Well, that's the historical component taken care of, so now let's look at the actual game. I must preface by saying that things are a little unusual when it comes to playing video games of Computer Space's vintage. You see, before 1975, microprocessors were not a thing, and therefore all video games were built using discrete components - otherwise known as transistor-to-transistor logic (TTL, the anagram I will be using henceforth for the sake of brevity.) With these TTL games, it's not as simple as dumping the ROM and booting up MAME to play a round or two. There is no ROM. To put it plainly, TTL games are effectively impossible to emulate. Or, at least, are much, much harder to emulate.
With that in mind, how then does one play Computer Space today without access to an actual cabinet or PCB of the game? Fortunately, one such boffin by the name of Mike "Moose" O'Malley thought of this way back in 2005, and produced a simulated version of the game (much akin to the previous simulators I've used in the Prehistory series), which can be downloaded here. His aim was to replicate Computer Space as accurately as possible, and I'd say he did a darn good job of it. It's not perfect by any means, but it's suitable enough for my purposes. His introductory document explains that he had plans to continue to improve the simulator after its v1.0 release, but 20 years on and there's not been a v.1.1, it seems...
Upon opening the simulator, we're met with a screen that attempts to replicate the gameplay area of the actual arcade cabinet, complete with scans of text and instructions actually featured on the arcade cabinet. The start button in the bottom right corner can actually be used to start a game if you prefer, otherwise the fire key (default A) is the default key for starting the game. The right mouse button can be used to bring up the options menu, where all sorts of mechanics and functions can be fiddled with. I tend to leave things as they are for the authentic experience, though I did adjust the controls to spread them out to make things feel better for my hands and make them seem a little closer to the actual cabinet layout.
Upon starting a game, the first thing you'll notice is the sound effects and how... vintage they are. Honestly the game sounds like an old sputtering tractor (whether the actual game made this noise is hard to say, videos of the original hardware don't seem to have it, so take it with a grain of salt.) Strange stuff. There's some analog beeps and boops also, which are high pitched and rather ear-grating, so turning down the volume is recommended. The explosion sound effects have fairly decent impact, so there's one redeeming quality in the sound.
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Can be a bit hard to see what's going on here, unfortunately. |
If you're at all familiar with Atari's classic Asteroids, Computer Space will look and feel very familiar (I suspect Asteroids was intended as a spiritual successor to Computer Space). The basic gameplay is essentially the same, though the objectives are different. Computer Space simply tasks you with shooting down the pair of UFOs as many times as possible within the time limit, preferably more times than the UFOs shoot you down. To control your rocket ship, you have rotate left, rotate right and thrust buttons and a button to fire missiles. These missiles are controllable with the rotate left and right buttons, which gives you a little advantage over the UFOs. Where you don't have an advantage is in missile range, with the UFOs having a significant advantage in how far their missiles travel before disappearing. Far too often I found my shots just barely out of range despite being rather close while the UFOs casually snipe me across the screen. The UFO's a decent aim, too, though not utterly relentless to the extent that the small UFOs are in Asteroids... those things give me nightmares. So it's a fair enough challenge, the lack of range on your missiles does force you to take risk in getting close enough to strike.
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The hitbox on your ship is mildly suspicious... You may be able to just see the UFO's missile passing just above my ship, that counted as a hit. |
It must be said that the game controls rather well. While the physics are not Newtonian-based like the source material of Spacewar!, it still feels weighty enough to give that sense of controlling a space ship while not feeling like being stuck in molasses like Galaxy Game's slow speed. Again, very similar to Asteroids, but slightly heavier.
There are a few design issues to be discussed, which seem to be more oversights than anything. The player hitbox is disproportionately large, missiles that should miss are counted as hits. Most notably is the fact that you and the UFOs can respawn on top of each other. Fortunately any collisions award a point to both sides, however you can also respawn close enough to the UFOs for them to instantly snipe you. It happens frequently enough to be an annoyance. I do find the movement of the UFOs to be quite frustrating at times. It's entirely random, but the speed they move at is similar to your ship's top speed, which means that if they keep moving away from you (which they will happily do), shooting them down becomes an exercise in frustration. Finally, the UFOs don't know what screen-wrapping is, either, so they will never attempt to wrap their missiles around in order to hit you, which you can take advantage of by hanging around the edges of the screen and wrapping your own missiles around.
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I got stuck on 8 for the remaining 25 seconds. That's how this game goes. |
There is one final thing to mention before getting onto the scores for Computer Space, and that's what the game calls "hyperspace." This is a feature that is not included in the simulator. It's got nothing to do with the hyperspace mechanic in Spacewar!, here it's essentially the game's extended play bonus, achieved when your score is higher than the UFO's at the end of the round. The timer is reset, effectively giving you an extra round to boost your high score, only the colours are inverted. So white background with black dots, it's an eyesore, as you could probably imagine.
Anyway, that's all there is to mention for Computer Space. It's very simple, as you can imagine (though apparently not simple enough for the people of 1971), but it is somewhat enjoyable for what it is. Now, on to the scores!
Time Played: I've clocked in around 2 hours across several years of playing on-and-off, most likely.
Difficulty: 6
A combination of the UFOs having decent aim, the weighty controls and the short range of your missiles can make Computer Space challenging occasionally. It varies from round to round depending on how nice the UFOs want to be, also.
Game Design: 9
The core design is simple and solid, but has some executional errors with the respawning problem. Missile range could be more balanced as it's more frustrating than it should be.
Controls: 7
Controls are sound, but ship movement is a little on the heavy side. Ergonomically they're not the most comfortable to use, either.
Sound: 2
It's not pleasant at all. Sputtering tractor engine aside, the high-pitched drone chosen for the missiles is ear-piercingly unpleasant. Explosion sounds give one redeeming sound effect.
Graphics: 3
Obviously dated, essentially consisting of a whole bunch of dots arranged on a black background. Except in hyperspace, where it's the reverse and a whole lot worse. The most interesting thing is that there's technically animation on the UFOs. The centre row of dots moves, giving a slight illusory 3D effect, which is actually somewhat ahead of its time. Those "Atari block letters," as I like to call them, are hideous as always.
Functionality: 5
Everything works as intended with no bugs or glitches in sight.
Accessibility: 4
It's quite easy to find the simulator online (an actual arcade cabinet less so), and is pretty easy to understand and play.
"Fun" Factor: 9
Obviously the most subjective category of my scoring system, but I do find Computer Space to be a enjoyable game to play a couple of rounds of on occasion, though nothing more than that. It's simplicity and lack of skill curve don't make it all that enticing to come back to very often, either. Can also be very frustrating if the UFOs don't play nice.
High Score: The best I've managed over the years of playing is 11. I don't play attention to the whole score line, just how many UFOs I managed to shoot down in the 99 seconds.
Overall, this gives Computer Space a final score of 31, which comes out as a percentage as 51.66%. As far as the tier list is concerned, it just misses out on the C-tier, ending with a spot high in the D-tier. It's actually going to be a fair score as far as 70s arcade and console games are concerned. I've played most of the games upcoming through the early-mid 70s quite a bit, so I already have a rough idea of where Computer Space sits in comparison and trust me, this is one of the better arcade/console games from this period.
If you have any interest at all in vintage gaming and haven't given Computer Space a try, I'd highly recommend it, even in spite of my relatively low score. It's a significant piece of gaming history, and I think the whole industry would look very different if it never existed. It's commercial failure led Bushnell to create Pong, so we are indebted to it just for that.