From Atomic Bombs to Table Tennis: The Birth of Video Games
What do the electronic systems that were
used to arm and deploy the atomic bombs during World War II and the first
video game ever made have in common? They were both created by William
Higinbotham. Now, what do I have in common with video games? We were both born
on Long Island.
William Higinbotham received his undergraduate
degree in physics from Williams College. He then began pursuing a PhD in
physics from Cornell, but left in 1943 to work at Los Alamos Nation National
Laboratory. He served as the head of the electronics division of the Manhattan
Project from 1943 to 1945, before taking a position at Brookhaven National
Laboratory, (“BNL”) located in Upton New York, in 1947. While at BNL, Higinbotham’s focus was the peaceful
uses of atomic power. Higinbotham dedicated his life to the nonproliferation of
nuclear weapons: he founded and served as the chairman of the Federation of
American Scientists, a group dedicated to the nonproliferation of nuclear
weapons and the safe use of nuclear energy.
Each October, BNL invited members of the public to
take a tour of the lab and view various presentations. During this event in 1958, people
got their first taste of video games. William had made an interactive display
for the public so that they could see how BNL’s work had a tangible relevance. The
game he created was called Tennis for Two, which took him two hours to design
and two weeks to create. To develop the game, Higinbotham used a Donner Model
30 analog computer, which was used to calculate ballistic
missile trajectory. He modified an analog computer with an oscilloscope
(pictured above) to display simulations of balls bouncing across a horizontal
line and over a small vertical line. The system would calculate the path of the
ball and reverse that path when the user hit a button or the ball hit a
surface.
Sources: https://www.nytimes.com/1994/11/15/obituaries/william-a-higinbotham-84-helped-build-first-atomic-bomb.html
https://www.stonybrook.edu/commcms/libspecial/videogames/tennis.html
The players were given a controller with a knob, which controlled the angle of the shot, and a button, which was used to hit the ball (right).
Tennis
for Two was even able to simulate the effect that wind resistance would have on
the ball, as calculating wind resistance was critical in determining missile
trajectory. Tennis for Two was a huge hit (especially with high schoolers).
The game had the longest line of any display at the BNL event. The following
year, Higinbotham even created an upgraded version with different levels of
gravity and a larger screen.
Higinbotham never patented the game. Even if he had tried to, the Federal
Government, and not Higinbotham would have ownership of the patent.
Higinbotham developed Tennis for Two while working for the Federal Government,
as a result the Government had ownership rights over his projects. When asked about the game years
later, he commented that he rarely thought about it and would rather be
remembered for his work in the field of nuclear nonproliferation. In 2011,
Stony Brook University opened the William A. Higinbotham Game Studies
Collection, which is dedicated
to collecting and preserving the texts and various works that
document the history of video games and the work of early game innovators, as
well early video games themselves.
https://www.stonybrook.edu/commcms/libspecial/videogames/tennis.html
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