Computer Space: The First Arcade Game That Failed So Pong Could Succeed
Abstract
Computer Space (1971), designed by Nolan Bushnell and Ted Dabney, was the first mass-produced arcade video game: a coin-operated take on the computer game Spacewar!, manufactured by Nutting Associates for bars and arcades. It sold between 1,300 and 1,500 cabinets and grossed over a million dollars, which made money in absolute terms and disappointed everyone involved, Nutting having hoped for a hit on the scale of its quiz machines. Bushnell’s own explanation, that the game was too complicated for a man with a beer in his hand, became the industry’s founding parable and is thinner than it looks. He left to co-found Atari, had Pong built with two controls and no manual, and the arcade industry started in earnest.
Spacewar! and the Coin-Op Vision
Spacewar! was written in 1962 at MIT by Steve Russell and others, a two-player space combat game running on the PDP-1 mainframe. It spread to nearly every computer installation in the US that could run it through the late 1960s. Nolan Bushnell, an engineering student at the University of Utah, encountered it and immediately saw a commercial opportunity: if people would pay to play a pinball machine, they would pay to play a space combat game.
The technical challenge was cost. Spacewar! ran on a $120,000 computer. Bushnell needed to run it on hardware cheap enough to make a profitable coin-operated machine. He designed custom TTL logic circuitry (pre-dating the microprocessor) to implement a simplified version of Spacewar! at a fraction of the cost.
Why It Underperformed
Computer Space placed the player in a rocket ship fighting two flying saucers. Controls were four buttons: rotate left, rotate right, thrust, and fire. A joystick had been tried and dropped, it broke too easily to survive a single night in a location test. The instructions ran to several pages on the cabinet.
Bushnell’s explanation was about audience. “Sure, I loved it, and all my friends loved it, but all my friends were engineers,” he said. “It was a little too complicated for the guy with the beer in the bar.” He noted the machines earned better near university campuses than in the working-class bars where most coin-op games lived.
Myth: Computer Space flopped because it was too complicated for drunks
Bushnell’s story is the one everybody repeats, and it does not survive comparison. Other Spacewar!-derived coin-ops did fine with comparable controls: Galaxy Game drew queues at Stanford, and Cinematronics’ Space Wars was a hit in 1977. Nor did Computer Space flop, exactly: 1,300 to 1,500 cabinets and over a million dollars in revenue was respectable for a first product, just far short of what Nutting wanted. The likelier defect was in the game itself. Spacewar!’s tactical depth came from the gravity well at the centre of the screen, and Computer Space’s hardware could not compute gravity, so it dropped it. As one former Atari employee put it, “the game play was horrible.” See Myths and Misconceptions.
Pong (which Bushnell commissioned from Atari employee Al Alcorn in 1972 as a training exercise) had two controls per player: move up, move down. No manual required. The gameplay was instantly understandable. Pong became one of the most successful arcade games of the era.
The Lesson Applied
Whether or not Bushnell had diagnosed his own machine correctly, he acted on the diagnosis, and that is what mattered. Pong was built to the opposite specification: one knob per player, one line of instructions on the cabinet, nothing to read and nothing to learn. It sold in the thousands where Computer Space had sold in the hundreds per year.
The principle he drew from it, that complexity which feels natural to the designer is opaque to the customer, kept recurring in the industry. The Wii’s motion controls (2006), which upended the console market, applied the same rule 35 years later: make the control obvious enough that someone who has never played a video game can join in.
Bushnell went on to found Atari and later Chuck E. Cheese, which put arcade games in a family restaurant. The industry he started with Pong was worth roughly $184 billion in 2023.
📚 Sources
- Kent, Steven L.: The Ultimate History of Video Games (2001), Three Rivers Press — Chapter 2
- Herman, Leonard: Phoenix: The Fall & Rise of Videogames, 3rd ed. (2001), Rolenta Press
- Computer Space — Wikipedia (production numbers, controls, Nutting Associates)
- Wardrip-Fruin, Noah: “‘Computer Space’ launched the video game industry — then fell into a black hole” — The Conversation, 11 October 2021 (on the sourcing of Bushnell’s “too complicated” explanation)