This Super Mario Nation (September 1997 | Volume: 48, Issue: 5)

This Super Mario Nation

AH article image

Authors: Steven L. Kent

Historic Era: Era 10: Contemporary United States (1968 to the present)

Historic Theme:

Subject:

September 1997 | Volume 48, Issue 5

 
 

In 1962, an M.I.T. student named Steven Russell pulled off the ultimate hack. Russell was the kind of kid people make jokes about: short, full of nervous energy, passionately devoted to B-grade science fiction, shy, and brilliant. He worked with the Tech Model Railroad Club, a campus organization that had recently begun turning its focus from toy trains to computers. TMRC members had their own vocabulary. Rolling chairs were bunkies , for instance, and broken equipment was munged . Impressive feats and practical jokes were hacks.

Russell’s hack was creating the first interactive computer game.

Today, when the ubiquitous Mario brothers are as deeply ingrained in the national consciousness as the Disney menagerie, when arcade games of late Roman brutality are vivid enough to have prompted a Senate investigation, when the voracious M&M’s that made Pac-Man the most popular arcade game of all time have become the furniture of a shared past, it is strange to think how brief the history is that has propelled this fixture into our lives: just a quarter-century this year since the first video game went on the market, and thirty-five years since Steven Russell’s masterstroke.

Russell created his game on a Digital Equipment Company PDP-1, one of the first computers to display data on a screen instead of printing it out. Given his deep immersion in science fiction, it took the form of something he called Spacewar.

“I started out with a little prototype that just flew the spaceships around,” he says. “Pete Sampson added a program called Expensive Planetarium that displayed stars as a background. Dan Edwards did some very clever stuff to get enough time so that we could compute the influence of gravity on the spaceships. The final version of that was done in the spring of ’62.”

In Spacewar, the players controlled either a curvy Buck Rogers-style spaceship nicknamed the Wedge or a cigarshaped rocket called the Needle. It was an accurate portrayal of the physics of space; the ships floated in their frictionless battlefield, and if they strayed too close to the sun in the middle of the screen, they got caught in its gravity and were destroyed.

It was a two-player game. The PDP-1, which was larger than many automobiles but tiny in comparison with many of the computers of the time, did not have enough processing power to create the artificial intelligence required to pilot one of the rockets.

Spacewar was originally controlled by toggle switches built into a panel on the computer. But the awkwardly placed switches gave the players sore elbows, and after a while some TMRC members cobbled together another set of switches and ran wires between them and the PDP-1—the world’s first controllers for the world’s first video game.

Russell never copyrighted his game. There was no reason to; he couldn’t market it. PDP-1 computers sold for $120,000, and