CS490 Supervised Undergraduate Research
Projects
Computer Game Design
Cornell University - Rama C. Hoetzlein, Prof. David Schwartz
The History of Arcade & Adventure Games:
Consider as a Culture-Creative Process
Copyright R. C. Hoetzlein (c) 2003
This lecture examines the history of Arcade and Adventure games from a creative
rather than market perspective. Most books available on the topic of the history
of video games (which is not that many), with some exceptions, are based on
the financial success stories of the industry, such as the rise and fall of
Atari, Nintendo, Midway, and Namco. This lecture looks at the history of video
arcade games from the point-of-view of the creative developers of these games,
the processes they applied, and inspirations which guided them. As the rise
of arcade games was so rapid, there are only a few reliable sources of information
on the creative motivations and decisions of early game developers. These resouces
include Steven Levy's book "Hackers", David Sceff's book "Game
Over", and Scott Cohen's book "Zap! The Rise and Fall of Atari",
among others. This lecture is an attempt to piece together and gain insight
into the early processes of game design by examining the few resources available,
and looking at the culture setting in which early games were developed. The
goal of this lecture is to examine the creative, technical and artistic decisions
made by early game developers and to compare those decisions to modern game
design processes.
The early history of arcade and computer
games can be viewed in terms of the teenage culture of the late 60s and early
70s. This culture was not only an influence in the development of computer games,
it was in many ways directly responsible for it as young programmers began creating
the first computer games. As programming, and new visual computer displays,
presented a technical barrier at the time, early arcade games such as Pong may
have been an attempt to reproduce the pinball machine entertainment of the period
in a rudimentary way but with unlimited new potential. The first computer games
were essential prototypes of a new idea, testing wether or not a computer was
capable of being entertaining.
This potential would be realized in the development of Spacewar by Steve Russell
and the hackers at MIT, the inspiration for which was rooted in popular Science-Fiction
magazines, glowing pinball machines, and model cars and trains (ie. the Tech
Model Railroad Club at MIT). The process of computer game design was just beginning,
with the motivation provided by imagination and the power of a new tool from
science-fiction suddenly made real - the computer.
Spacewar (1951) was developed on the PDP-1 by
Steve Russell and friends at MIT. To quote from Steven Levy's book "Hackers",
based on interviews with these early game makers: "Steve (Slug) Russell
knew that his war-in-outer-space game would do something. In its own kitschy,
sci-fi terms, it would be absorbing the way no previous hack had ever been.
The thing that got Slug into computers in the first place was the feeling of
power you got from running the damn things. You can tell the computer what to
do, and it fights with you, but it finally does what you tell it to. Eventually,
after tortures and tribulations, it will do exactly what you want. The feeling
you get then is unlike any other feeling in the world. It can make you a junkie.
It was the feeling that did it, and Slug Russell guessed the feeling was power...
Slug got sort of a similar, though less intense, feeling from Doc Smith's novels.
He let his imagination construct the thrill of roaring across space in a white
rocket ship.. and wondered if the same excitement could be captured while setting
behind the console of the PDP-1. That would be the Spacewar he dreamed about.
Once again he vowed to do it." - Steven Levy, "Hackers", p. 47
As a process, computer game development was in its infancy, struggling primarily
with technical challenges but filled with imagination. The visual elements were
extremely simple, consisting of triangles and circles traced out in meticulous
detail by an electron gun and moved according to computer instructions programmed
by hand at the lowest level possible. In many ways, the tool may have been equally
responsible for the development of these games as the hackers themselves. The
possibilities of this new machine, not yet realized but considered in the imagination
of a young programmer, may have inspired an overwhelming sense of power and
opportunity to make the dream of science-ficition a reality.
Following the tradition of Spacewar would come an entire industry of video arcades,
thus gradually transforming the pinball arcade into the video arcade. Many of
the early hackers would leave MIT, along with this early vision, to found the
first companies of the game industry. Games like Asteroids (1979 Atari), would
be improved yet nearly identical versions of the original Spacewar idea developed
at MIT. The video game industry was rooted in the idea of science-fiction, and
so there came a proliferation of computer games with this as their central theme.
These games, such as Centipede (1983 Atari by Donna Bailey), the first video
game made by a woman, required the developers to overcome the challenge of creating
simple artifical life. As the process of translating the imagination of science-fiction
into artificial life became an industry standard, the techniques would gradually
become more sophisticated. One essential creative motivation of these early
games was to learn how to make something move in an interesting and lifelike
way without any prerecording (as in film) and with minimal visual complexity
(using simple shapes due to the limitations of the display technology). The
ability to make an object move of its own accord, and in response to the player,
was perhaps the essential quality of the video arcade as a new creative medium.
Through a process of scientific experimentation and the continuous intuitive
tuning of the games parameters, game objects and creatures would eventually
move in a seemingly natural and captivating way.
As this form of arcade game matured, games such
as Galaxian and Galaga (above) would come to represent the most sophisticated
form of the science-fiction style based on artificial life. A whole series of
games based on the Galaxian concept would follow from this idea.. In Galaga,
a popular remake of this game, insect-ships move along complex curved paths
in a ballet of coordinated motion. Relative to Spacewar, Galaga represents the
continued technical growth and increasingly more expressive instantiation of
the science-fiction imagination.. However, the fundamental inspirations, which
are rooted just as much in the development and science of artifical-life as
in science-fiction, have not changed. The process has been transformed somewhat
by the media, and the technical ability of the games' creators, but the central
idea has been carried forward up to this point.
This would all change with a new game from the
Japanese company Namco. Pac-man (1980 Midway), originally called Puckman (1980
Namco) from the Japanese word pukupaku meaning to flap one's mouth open
and closed rapidly, was developed by Namco programmer and designer Toru Iwatani..
Here is a brief recounting of Toru Iwatani's inspiration: "Over dinner
with friends, programmer Toru Iwatani saw a pizza with one slice missing, and
the face that launched a thousand arcades was born. Pac-Man was the most successful
arcade game in history, but more than that, the little yellow orb with the enormous
mouth became the official image of the entire video game industry. Space Invaders
made video games into family entertainment, but Pac-Man gave them personality."
"Iwatani's game was based on a classic Japanese tale about a creature that
protected children from scary monsters by eating them. In Iwatani's version,
the creature was more interested in eating little power pellets, dots of energy
that lined the corridors of a bright blue maze. Four pastel-colored ghosts chased
our hero through the maze, stopping the feeding frenzy with a single touch.
But with one chomp of an energizer pellet, and the hunter became the hunted
as the ghosts turned temporarily blue and fled from their prey."
Pac-Man differs from previous sci-fi style arcade games in that it was the first
game to give an arcade game character personality. The idea of creating artifical
life with unexpected motion in response to the player remains, but the inspiration
now comes from life itself (ie. the form of a pizza with a missing slice), and
children's folk tales, rather than cosmic adventures in outer space. The technical
process of game development would continue to follow the now industry standard
method of applying complex motion to simple graphics sprites, while the inspiration
would gradually shift away from science-fiction toward other themes.
One new theme, although not new in inspiration, was the idea of opening the
video game market up to young girls and well as boys. Science-fiction, pinball
and video arcades were of interest almost exclusively to boys. This would change
with Pac-Girl, the first female character in a video game. Noticing that Pac-Man,
and the abstract shapes of the characters, were gender-neutral Midway realized
that there was a potentially huge market advantage in repackaging Pac-Man as
a woman and opening the video game arcade up to girls as well as boys. It worked.
Although visually the only difference between Pac-Man and Pac-Girl was the pink
tint to the maze and the red ribbon on the main character (as well as fruit
bonuses that hopped), Pac-Girl would be nearly as successful with girls and
Pac-Man was with boys. However, the popularity of Pac-Girl died out much more
quickly as girls, and game players in general, realized that it was essentially
just a repackaging of original Pac-Man idea. Interestingly, these new spinoffs
of Pac-Man, including Pac-Girl and Super Pac-Man would make the original inspirational
idea even more valuable. The process of developing spinoffs or remakes of original
ideas would become a standard, inexpensive method in the game industry to fill
potentially valuable marketing niches.
In 1980, Shigeru Miyamoto, born in Kyoto in 1953, was working for a Japanese
company called Nintendo. Miyamoto studied at the Kyoto Art Institute, and just
before working for Nintendo, was developing new cloths hangars for children
made of soft wood with animal engravings which wouldn't damage clothing. At
the time, "the company [Nintendo] asked him to work on a game called Radarscope,
yet another knock-off of Galaxian.. He was much more into another idea he had
for an arcade game, the inpetus of which is the American film King Kong.".
Miyamoto was fed up with the business practice of copying classic American-style
video games. He wanted to move away from the now obvious theme of science-ficition
into entirely new realms of the imagination.
"Many of Miyamotos ideas were rejected: Miyamoto's characters had to do
simpler things than he wanted them to. He ended up having the carpenter and
player, Mario, maneuvering up the unfinished foundation of a building in order
to reach the gorilla, who had climbed to the top with the girl. To get there,
the little man ran up ramps, climbed ladders, rode conveyor belts, and jumped
on elevators while trying to avoid the objects the gorilla hurled at him - cement
tubs, barrels, and beams."
Miyamoto perosonally implemented every aspect
of his game using the hardware of the defunt Radarscope. This included creating
each character dot-by-dot, and developing the music and sound himself, both
artistically and technically. The character, and the game's name, Donkey Kong
was derived from the American film King Kong. Miyamoto wanted something not
quite so frightening as King Kong himself. Something that children might still
find appealing. The word Donkey comes from a similar Japaense word meaning 'bonkers'
or 'goofy'. The result was Donkey Kong.
"American sales managers looked at Donkey Kong in disbelief. Games that
were selling, with the exception of Pac-Man, had titles with words like mutilation,
destroy, assassinate, annihilate. When they played 'Donkey Kong', they were
even more horrified. Salesman were used to battle games with space invaders."
Despite the radical change in theme from science-ficition, or perhaps because
of it, Donkey Kong would become the biggest selling arcade game of 1981 with
over 65,000 units, outselling even Pac-Man himself.
With Pac-Man and Donkey Kong, the video arcade was no longer limited to science-ficition
for inspiration. But with Donkey Kong, Shigeru Miyamoto was just getting started.
Miyamoto used the Mario character from Donkey Kong as the starting point for
his new game: Mario Brothers. While working on Mario Bros.. "Someone mentioned
that Mario looked more like a plumber than a carpenter, so he became one. Since
plumbers spend their time working on pipes, large, radiant-green sewer pipes
became obstacles and doorways to secret world in his next game."
The process of developing Mario Bros. and Super Mario Bros. (above) was much
more interesting because there were always new worlds to conquer, each one more
magnificent than the last. The technology now made it possible to have scrolling
landscape which permitted the explorable world to be unlimited in size. The
space of the video game has suddenly expanded. Although there were many
improvements in technology, which Shigeru Miyamoto took advantage of, it was
his game design process that ultimately made these games so captivating to both
children and adults.
"Adults enjoy Mario too, because it is a trigger to again become primitive,
primal, as a way of thinking and remembering.. An adult is a child who has more
ethics and morals.. That's all.. When I am a child, creating, I am not creating
a game. I am in the game. The game is not for children, it is for me.
It is for the adult that still has the character of a child." - Shigeru
Miyamoto.
Miyamoto's process included borrowing freely from folklore, literature nad pop
culture - mushrooms from Alice in Wonderland (which actually make Mario grow
and shrink), Warp Zones from Star Trek.. "There are walking plants, fish
that Dr. Seuss might have created, dragons, serpents, flying turtles, fire-spitting
daisies, and angel wings upon which Mario and Luigi could hitch a ride."..
Dragon-turtles trowing hammers, jellyfish, and clouds with faces would not only
express an imagination as Spacewar did, or provide a personality, as Pac-Man
did, but they would extend the imagination beyond contemporary arcade game trends
into the areas of children's literature, classical literature, and popular culture.
"The spirit, the state of mind of a kid when he enters a cave alone must
be realized in the game. Going in, he must feel the cold air around him. He
must discover a branch off to one side and decide weather or not to explore
it or not. Not just the experiences but the feelings connected to those
events were essential to make the game meaningful." - Shigeru Miyamoto.
Shigeru Miyamoto would merge ideas from many different disciplines and traditions
in his games. This process would occur not only at the level of inspirational
ideas for his games, but also at the level of development, as Miyamoto was responsible
for both the technical and artistic aspects of his games.
"Between 60 and 70 million copies of Mario Bros. were sold. Westerners
would make trips to Kyoto just to meet him, including Paul McCartney, who during
a Japanese tour, said he wanted to see Miyamoto instead of Mount Fiji."
As with Galaxian, following Super Mario Bros. came a series of technically superior
games which were nearly identical in concept. Sonic the Hedgehog (1991 Sega),
coming many years after Super Mario Bros. was particularly notable in this respect
due to an incredibly accurate representation of physical motion. Although the
elements of the game's world are very similar to Super Marios Bros, including
sun-flowers, coins, trees, etc., the technical achievement of Sonic the Hedgehog
was to make the playing experience even more immediate with a realistic sense
of physical motion.
In Sonic the Hedgehog, which moves incredibly fast, physical simulation is perfected
as Sonic rolls though hoops and bounces realistically through various worlds.
Along with accurate physical motion, the game represented a revisitation to
the pinball era, except that this time the physical motion of the ball is entirely
simulated by the main character himself.. From a creative perspective, Sonic
the Hedgehog is very complex, as it not only retains the inspiration provided
from infinitely scrolling worlds and a child-like landscape, but enhances it
with physically realistic motion and a subtle reference to pinball machines
of an earlier culture period.
At the same time that Super Mario Bros. was being released, the technology which
allowed an infintely explorable world would have other impacts as well. Rising
out of the folk literature of J.R.R. Tolien and the Dungeons & Dragons series
of multi-player home games, game makers realized that the ability to have an
infinitely (or at least very large) explorable world meant that the goals of
adventure and exploration in a large space were now possible in video and arcade
games. Gauntlet (1985 Atari), shown above, allowed four players to work together
to advanced from level to level. Based on the ideas of exploration and adventure,
it consisted of over 260 levels each slightly different which, when completed,
recycled back to the first level with the difficulty level slightly increased.
This provided for nearly endless game play, and also gave the sense of a vast
(although very repetitive) universe which had to be conquered.
It is important to keep in mind that although the technology, which now permitted
explorable worlds, was providing conscious motivation for these games, the game
makers ideas and inspirations were now free to borrow from any source of the
imagimation. The evolution of game design had transformed from "What ideas
can I express with the technology?" into the question "How can I make
the technology express my ideas?".