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Smith Alexander - They create worlds: the story of the people and companies that shaped the video game industry Volume 1, 1971-1982

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They create worlds: the story of the people and companies that shaped the video game industry Volume 1, 1971-1982: summary, description and annotation

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They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smiths text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths.

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They Create Worlds They Create Worlds The Story of the People and Companies - photo 1

They Create Worlds
They Create Worlds

The Story of the People and Companies that Shaped the Video Game Industry

Volume I: 1971-1982

Alexander Smith

CRC Press Taylor Francis Group 6000 Broken Sound Parkway NW Suite 300 Boca - photo 2

CRC Press

Taylor & Francis Group

6000 Broken Sound Parkway NW, Suite 300

Boca Raton, FL 33487-2742

2020 by Alexander Smith

CRC Press is an imprint of Taylor & Francis Group, an Informa business

No claim to original U.S. Government works

Printed on acid-free paper

International Standard Book Number-13: 978-1-138-38992-2 (Hardback)

International Standard Book Number-13: 978-1-138-38990-8 (paperback)

This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged, please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.

For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged.

Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.

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and the CRC Press Web site at

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Contents
Picture 3


Searching for Bobby Fischer


Shall We Play a (War) Game?


The Priesthood at Play


One, Two, Three, Four I Declare a Space War


The Stars Are Right


Pinball Wizards


Rising Sun


A Nutty Idea


1TL200: A Video Game Odyssey


Ping-Pong Diplomacy


The Day of the Jackal


These Violent Delights


Homeward Bound


Back to BASICs


These Are the Voyages


Micro Machines


Solid State of Mind


Breaking Out in Japan


Chasing the Silver Ball


Putting the F in Fun


Hey Stella


Meet Me at the Faire


Micronauts


Critical Role


Adventure Time


Power in the Palm of Your Hand


The King is Dead, Long Live the King!


Japanese Invaders


Deep Impact


Home Invasion


Intelligent Television


Active Television


Guardians of the Galaxy


Pac-Man Fever


Blue Skies

Picture 4

Seeing this book in print is the culmination of over a decade of research and writing during which countless people helped along the way. My thanks to Sean Connelly, Jessica Vega, and the crew at CRC Press for giving this project a home and being patient as I wrangled a final draft together. A special thanks also to Simon Careless, who helped arrange first contact with the publisher. I would also like to express my gratitude to Jon-Paul Dyson, Jeremy Saucier, Beth Lathrop, Julia Novakovic, and everyone else at the International Center for the History of Electronic Games and the Brian Sutton-Smith Library and Archives at the Strong Museum in Rochester, New York, for making me feel welcome during two research trips to take deep dives into their collections (and for the cup full of arcade tokens to use in the museum!).

There are a wonderful array of independent scholars working to preserve video game history today, and they have been an invaluable resource while putting this book together both in terms of helping track down obscure materials and being excellent partners with which to bounce around ideas. So shout-outs to Leonard Herman of Phoenix fame; Marty Goldberg from the Atari Museum and many other endeavors; Ken Horowitz of Sega-16; Devin Monnens, Frank Cifaldi, and the good folks at the Video Game History Foundation; and Dustin Hubbards colorful international crew over at Gaming Alexandria. And a special shout-out to Keith Smith of the Golden Age Arcade Historian blog, who not only shared his impressive collection of old trade publications, but also graced me with an advance copy of his wonderful All in Color for A Quarter tome, an exhaustive look at the early coin-operated video game industry. At least a quarter (har!) of the material in this book would not be possible without him. My thanks as well to coin-op historians Nic Costa and Freddy Bailey and the collectors at pennymachines.co.uk, who provided some important perspective on pre-video coin-operated game developments.

Of all the people striving to preserve the history of this great industry, few match the passion of Ethan Johnson, who has made it his mission to connect as many independent scholars and professional enthusiasts together as he possibly can and pool their resources for the betterment of all our work. I have spent many an hour on the Internet marveling over new discoveries and venting frustrations with Ethan, and he has also been generous in sharing his materials, including rare Japanese monographs and audio recordings of interviews with some fascinating industry figures that have otherwise had no outlet to tell their stories. This book would not be the same without his input.

Until recently, it had been nearly impossible to discover much information on the Japanese industry without knowing Japanese, but Alex Hightower of Shmuplations has changed that by creating professional translations of interviews with Japanese developers and executives. My thanks for these translations as well as several I commissioned from him myself.

Special thanks as well to Jeff Daum, my best friend nearly as long as I have been alive and my co-host on the They Create Worlds podcast for putting up with my incessant rambling about video game history and then kindly suggesting that we buy some sound equipment and share these stories with the rest of the world. Thanks as well to our listeners and subscribers who make it all worthwhile.

In the course of this project, I have interviewed over 100 industry figures, of which roughly 50 contributed recollections and insights pertinent to this first volume. Everyone has been exceptionally generous with their time and candid in their answers, which has enriched this book immeasurably. A full list of subjects that contributed to this volume may be found before the References and Bibliography

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