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 Videogames: In The Beginning

Inventor Ralph Baer, creator of the very first home video game system and the
man who holds the patent on interactive games that can connect to an everyday TV
(as well as literally dozens of other creations), lays out a detailed chronology
of how and when he came up with the idea for "TV games." Also covered is how
he's dealt with those who have tried to stake their own claims on authorship of
the idea, and how he has remained involved with the industry since then.

In this book, Raph Baer grabs the title of "father of video games," and spends
much of the book backing the claim up with ample evidence. It's amusing and
sometimes a bit enervating to see how many attempts have been made to unseat him
from that throne, for a variety of reasons. Atari founder Nolan Bushnell seems
to have tried staking his own claim for PR purposes, but that's not as
eyebrow-raising as, say, attempts by Nintendo attorneys in the late 1980s to
challenge Baer and his authorship of numerous seminal video game patents so they
wouldn't have to pay hefty licensing fees on the NES. (In the end, Baer says
Nintendo settled out of court for a cool $10 million.)
Baer's habit of fastidiously documenting everything has not only
served him well in court depositions, but it's made this book possible; there's
not only his new retrospective text, but tons of reprinted memos, patent
filings, and more. The material covers everything from what he calls the
"Eureka document" in which he sketched out his earliest video game ideas on a
legal pad, to internal documents from Magnavox and Sanders Associates (the U.S.
defense contractor for whom Baer was working when he came up with his earliest
gaming ideas), to hand-written notes taken on the floor of early amusement
machine operators' conventions Baer attended to see who was making use of - and
money from - his innovations without coughing up the license fees to Sanders or
Magnavox. (But things aren't one-sided - there's a whole appendix in which Baer
admits to borrowing ideas from an Atari arcade flop called Touch Me to
create a handheld electronic toy you may have heard of - it's called
Simon.)
Baer seems to have a bit of a vendetta against Atari, but it's hard to blame
him; to this day, Atari's Nolan Bushnell contends that the Magnavox Odyssey -
which predated his Pong arcade
game by months - wasn't a source of inspiration; the evidence (Bushnell's
signature in a guest book for an early Odyssey demo in Burlingame, California,
reprinted quite clearly here) and a federal judge's ruling beg to differ. Not
that this has stopped Bushnell from claiming, as recently as the 2003 Classic
Gaming Expo (and I was there to hear him
say this), that Baer's Odyssey didn't inspire Pong, or was "already a
commercial failure," or any number of other escape hatches. Baer may come
across as a bit cranky, but nearly 40 years of refuting these
claims could do that to a guy. But there's another side to the book which is
positively gleeful - you really pick up on Baer's excitement whenever he
recounts one of his "Eureka" moments. Even when some of the ideas he's talking
about have already become things of the past, he clearly spells out the thinking
and the potential behind every concept.
There's so much history in here that hasn't been revealed before in other
studies of the video game industry, including Baer's first-hand accounts of some
of the earliest cooperative ventures between the military and video game
manufacturers for simulation purposes. Refreshingly, this doesn't become a
political issue; if Baer hadn't done it, someone else would have, so there's no
point in making a fuss about it now - it's history. And it's a practice that
carries on to this day, whether anyone wants to admit it or not. Other things
are just as fascinating, from the endless infringement trials to Sanders'
abortive attempts to dip its toes into the arcade waters. The schematics, even
when I don't understand them entirely, are fascinating too, though sometimes
they aren't reproduced that well; some of them look like very low-resolution
faxes or JPEGs. Where the schematics are concerned, however, there's an offer
in the back of the book for a bonus CD-ROM with the full-resolution scans of
those documents and several Quicktime videos of Ralph Baer demonstrating the
prototype games he and his colleagues created in the late 60s and early 70s.
One could conceivably build a cosmetically close - and functionally exact -
replica of the Brown Box. The CD-ROM is easily worth the extra ten bucks.
Overall, Videogames: In The Beginning is a fun read (and definitely
worth the price of admission, with over 200 glossy, full-color overside trade
paperback pages), and more informative than even I can adequately describe. The
appendix listing the technological innovations first patented by Ralph Baer is
mind-boggling: everything from video games to electronic countermeasures to toys
to medical gear. That one man could've helped to introduce all of these things
is amazing - and that he found the time to tell us how it all happened has left
us with a book that's well having on the shelf.
Reviewed by Earl Green
theLogBook.com webmaster


- Year: 2005
- Author: Ralph H. Baer
- Genre: non-fiction
- Publisher: Rolenta Press
- Pages: 258 pages
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