Ludography
Computer Space cover

1971 · Nutting Associates · Arcade · Flight simulation

Computer Space

Computer Space is a video arcade game released in 1971 by Nutting Associates. Created by Nolan Bushnell and Ted Dabney, who would both later found Atari, Inc., it is generally accepted that it was the world's first commercially sold coin-operated video game of any kind, predating the Magnavox Odyssey's release by six months, and Atari's Pong by one year. It was first location tested at The Dutch Goose in August 1971, then debuted at the MOA show on October 15, 1971, and then officially released in November 1971. Though not commercially sold, the coin operated minicomputer-driven Galaxy Game appeared around the same time, located solely at Stanford University.

Released
1 November 1971
Platforms
Arcade
Genres
ArcadeFlight simulationShoot 'em upShooterThird-person shooter
Developers
Nutting Associates
Publishers
Nutting Associates
Modes
MultiplayerSingle-player
Perspective
Side view
Themes
Science fiction
Country
United States

About

Computer Space is a 1971 space combat arcade video game. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. , which is possibly the first video game to spread to multiple computer installations. It features a rocket controlled by the player engaged in a missile battle with a pair of hardware-controlled flying saucers set against a starfield background.

The goal is to score more hits than the enemy spaceships within a set time period, which awards a free round of gameplay. The game is enclosed in a custom fiberglass cabinet, which Bushnell designed to look futuristic.

Keywords

  • death
  • ufo
  • spaceship
  • time limit
  • artificial intelligence
  • single-player only
  • single-screen level
  • infinite ammo
  • wraparound world

Media

The articlegameplay, story, development, reception

Gameplay

In Computer Space, the player controls a rocket as it attempts to shoot a pair of flying saucers while avoiding their fire. The game has the three ships flying on a two-dimensional plane set against the backdrop of a starfield. Missiles are fired one at a time, and there is a cooldown period between launches. The player's rocket remains in motion even when the player is not accelerating, and rotating the ship does not change the direction of its motion, though it can rotate at a constant rate.

The flying saucers stay in place or glide in a zig-zag pattern around the screen in tandem, with one staying a constant distance directly below the other. If a ship or missile moves past one edge of the screen, it reappears on the other side in a wraparound effect. While the missile is in flight, the player can turn it left or right by turning their rocket.

Development

While studying at the University of Utah, electrical engineering student Nolan Bushnell had a part-time job at an amusement arcade, where he became familiar with arcade electro-mechanical games such as Chicago Coin's racing game Speedway (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates. In 1969, after graduating from college, Bushnell worked as an engineer in California for Ampex, an electronics company that worked in audio and video recording technology.

While at a club for playing the board game Go, Bushnell met researcher Jim Stein, who worked for Stanford University's Artificial Intelligence Project; Bushnell learned from him that Spacewar! was running on the laboratory's PDP-6, and played the game against him there when visiting. Bushnell had previously worked during the summer at Lagoon Amusement Park in Utah as a manager of the games department overseeing the arcade games, and when he saw Spacewar! he believed that an arcade game version of the game would be very popular.

Reception

Nutting ordered an initial production run of 1,500 units of Computer Space, an optimistic decision given that a hit arcade game at the time would sell around 2,000 units, though a handful had reached 10,000. Reception to the game from distributors was mixed. While some were excited by the game, others felt it confusing and would amount to nothing more than a passing fad at best. By spring 1972 the game had sold over 1,000 units, and according to Bushnell in 1976 ended up selling between 1,300 and 1,500 units. While this was a commercial success, making over US$1,000,000 (equivalent to about $7,697,000 in 2025), it was a disappointment to Nutting, which had been hoping for a large-scale success like Computer Quiz.

The game's relative lack of success was attributed to the complexity of its controls and a steep learning curve, which pushed away customers used to less complex games. Bushnell noted that the locations in which the game did well, like the Dutch Goose playtest location, were generally located near university campuses; the general market for coin-operated games, however, was in working-class bars, where the patrons were less interested in deciphering a complicated game. In the documentary Video Game Invasion: The History of a Global Obsession, Bushnell explained, "Sure, I loved it, and all my friends loved it, but all my friends were engineers. It was a little too complicated for the guy with the beer in the bar."

Releases by platformdates and regions as published

PlatformReleasedRegions
Arcade1 November 1971North America

Games like this

Collections1 collection

Description adapted from its source, CC BY-SA 4.0.