The History of Computer Gaming Part 4 - The Text
Is Mightier Than The Sword The History of Computer
Gaming - Part 4 - by Marty "Retro Rogue"
Goldberg
Welcome to part four in a
multi-part series meant to entertain and astonish you with the
history of gaming on computers. Yes kid, there was a time when
games didn't require the latest 3D accelerator cards and teams
of designers. All it took was access to a computer, a little
knowledge, and a little "hacker" spirit to get going and do it
your self.
So
everyone fasten your seat belt while Sherman sets the Wayback
Machine to the early 1970's. A time when mainframes and
mini-computers were more plentiful on college campuses and
text based interactive games began development. We'll cover 4
of the most influential games and groundbreaking games
developed in this time period. So be prepared for Part 4 to be
a long one. Our first stop is 1971 and the University of
California - Irvine.
Star
Trek
The SDS Sigma 7
mainframe
In
1971, the University of California - Irvine had a Sigma 7
mainframe (a 32 bit timesharing mainframe created by SDS in
1966. SDS would later merger with Xerox in their attempt to
enter the computer research field. A fact that will become
important later in the series).
Though there were
vector and crt terminals available, they were far and few
between and certainly used by much more important students and
staff than a high school senior sneaking on the system to
program in the Sigma's version of BASIC.
The ASR33 Teletype
by Teletype Corporation, one of the most widely used
teletypes.
Mike
Mayfield was a high school senior that year, hanging around
with a group of friends who were in to what most of the
"smart" kids were at that time - Star Trek. At that time
already taken off the air and returning in it's rerun format
(which continues to this day), Mike and his friends thought of
various Start Trek themed ideas they could do with a computer.
The sessions came about after Mike had seen a version of
Spacewar playing on the Sigma at the university. Wanting to
make a game like that as well, he managed to gain access to an
ASR-33 Teletype and "borrow" an account on the system and
proceeded to begin teaching himself BASIC out of a book.
This would be a text only game because of the
circumstances, and the group started to brainstorm ideas for
the Star Trek game Mike would implement.
We ended up coming up with a lot of
unimplementable ideas. One idea that did stick was the idea
of printing a galactic map and a star map to give you some
idea what to shoot at, and having phasors reduce power
exponentially, like they would if they shot in all
directions. It may seem pretty simple now, but for a bunch
of high school kids in the early seventies, it seemed pretty
cool.
Communications and storage problems
kept the program spartan, since the terminal only communicated
at 10 characters per second, and the game had to be saved and
re-entered every day through paper tape storage (just as it
had for the Spacewar hackers at MIT years earlier).
The HP-35
Calculator
Programming
away alternately under the names of Centerline Engineering and
Custom Data (two fictitious companies he wanted to create),
Mike had caught the hacker spirit. The game was soon done,
though it had yet to create an impact. By that time, Mike had
gotten an HP-35 calculator. The HP-35 was the very first
scientific calculator, with the ability to be programmed with
elementary scientific equations for it to solve. In the early
70's, digital calculators were undergoing a renaissance as
newer demands and an increasingly competitive market inspired
newer techniques.
That previous year, a development
that changed the face of computing had taken place at Intel.
Intel was a custom semiconductor manufacturer, developing
custom chips and circuits for various clients. A designer
there decided the easiest way to make a specific calculator a
customer by the name of Busicom wanted was to have it be a
tiny computer. Storing many of the formulas and directions in
a ROM chip, and having another small ram chip for storing
input and output, that left a final chip that would coordinate
it all - a central processing unit of sorts. Thus, due to the
miracle of Large Scale Integration (LSI - a method of forming
traditionally larger circuits in a smaller format on silicon
chips) the microprocessor was born. It would be several years
before the effect would be fully felt in the computer
industry, but it did have an immediate impact in the
calculator market.
The HP-2000
mini-computer.
Mike
began learning to program the HP-35, and made frequent trips
to the local HP sales office. During one of the many trips
they learned about his Star Trek program, and made him an
offer. He could use their HP2000C time-sharing computer if he
transferred his Star Trek program over to HP BASIC for them.
So Mike set about porting it over (though he
eventually decided just to rewrite it because of the vast
difference between the Sigma and HP BASIC), not realizing the
impact he was to have when he completed it in October of 1972.
Just as much of the software the original MIT hackers wrote a
decade or so before was distributed through DEC, the Star Trek
game wound up being distributed through HP by that February of
1973. And it was this version that was to come to the eye of
famous publisher David Ahl (then employed at DEC).
David Ahl, famed
publisher of 101 Basic Games, Creative Computing
magazine, and Atari Explorer
magazine.
Liking
it so much, he and several other DEC employees converted it
over to DEC's BASIC Plus that summer and published it in a Dec
newsletter he ran. David soon put together a book published by
DEC called 101 BASIC Computer Games, a legendary book that was
one of the first (if not the first) game programming books and
collections of games for computers in general. The converted
Star Trek game was featured in this book under the title of
SPACWR and became the standard Star Trek game. But the story
doesn't end there.
The Data General
Nova 800 mini-computer.
Work
soon began on the version of Star Trek that most people are
familiar with. In early 1974 a man by the name of Bob Leedom
was working at Westinghouse, whom had just purchased a new
Data General Nova 800 mini-computer (with a then insane amount
of 32k of timeshared user memory). Wanting to put it to good
use, he began staying late nights and converting the code over
to Data General's version of BASIC. After getting it up and
running, he and several other employees began hacking the game
to improve it by adding new features and game play.
As a result, although we kept the
two original displays the same (the short-range and
long-range scans, covering the current and
current-and-surrounding quadrants, respectively), we
"improved" nearly everything else about the interface. A few
of these are:
Three-letter commands (NAV, SRS, LRS,...) instead of
numbers
Non-stationary Klingons (if your shot doesn't destroy
them, they wake up and move to a new location)
Damage and status reports by Spock, Scott, Uhura, and
others
Several features having to do with navigation,
maneuvering, and fire control
A beefed up library computer that added:
a generalized course direction calculator for firing
torpedoes and getting to starbases [as opposed to just
in-quadrant torpedo calculations]
a table of galaxy quadrant names.
After completion he decided
to send the game in to Menlo Park based People's Computer
Company for publishing in their newsletter. PCC was the name
of a group of computer hobbyists and professionals who were
interested in bringing computing to the general masses. Their
view (obviously a leftover of 60's politics) was that until
then, computers had been used for "evil purposes" by the
military (i.e. the Vietnam war) and big business. Seeking to
un-demonize the role of computers in society, the sought to
educate the average person. Their methods besides the
newsletter were potluck dinners where a free flow exchange of
computer information was the norm, and publicly accessible
terminals connected to a mainframe they ran. The idea was
anybody could have free time on the computer to explore this
heretofore privileged realm. Many of the people involved with
PCC or that subscribed to it's newsletter, would go on to
become highly influential in the coming personal computer
revolution. In the meantime however, the submission to PCC's
newsletter provided one important impetus.
Our soon to
be publisher David Ahl was also a subscriber to the newsletter
and saw the new Star Trek game. He was going to be starting a
unique magazine in September of that year by the name of
Creative Computing, and contacted Bob to see about publishing
his version of Star Trek in it. Creative Computing was to
become the very first "personal computing" magazine. A
magazine geared towards the average person and promoting the
use of computers in education, hobby, and general personal use
- ideals shared by PCC. Within a year the magazine would be in
place to become the flagship printed source for the "personal
computer revolution" when the first commercial personal
computer, the Altair, was announced. Bob's version of Star
Trek was published as Super Star Trek, and when David
re-released a souped up version of 101 Basic Computer Games as
simply Basic Computer Games in the mid 1970's (geared towards
the new personal computers, many of which were running a
version of BASIC written by a new company called Microsoft),
it was included in there. Sold all over the world, Super Star
Trek became the version of Star Trek most associated with the
name.
The original HP2000 BASIC
Code of Star Trek by Mike Mayfield
Super Star Trek re-written in C by Tom Almy and
available Here for
DOS, OS2 and WinNT systems.