#Computer Space
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oldguydoesstuff · 1 year ago
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Star Trek arcade game from 1972. One of the earliest coin-op video arcade games, albeit a rebranded version of the earlier game Computer Space.
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humanoidhistory · 2 years ago
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Computer Space, 1971.
(Internet Archive)
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disease · 1 year ago
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COMPUTER SPACE [NUTTING | USA, 1971]
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stuffed-and-wired · 1 year ago
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abandoned computer space arcade machine covered in dust
beautiful arcade machine that came in various colors and was the first arcade machine
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atariforce · 1 year ago
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Retro Game Spotlight 100: Computer Space (1971)
Publisher: Nutting Associates Platform: arcade Designers: Nolan Bushnell, Ted Dabney
Trivia: Created by Bushnell and Dabney in partnership as Syzygy Engineering (before incorporating as Atari), and intended as a coin-operated version of the PDP-1 game Spacewar!, the futuristic looking Computer Space was the first ever arcade video game as well as the first commercially available video game.
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coupleofdays · 8 months ago
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This No Nutting November, I assure you that I will do my utmost to avoid playing any games published by Nutting Associates.
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No, not even that sleek, sexy Computer Space cabinet, no matter what kind of scantily clad lady they use to advertise it with.
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the-alternate-realities · 8 months ago
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thejaymo · 2 years ago
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COMPUTER SPACE (1971)
"In 1971, a Californian entrepreneur named Nolan Bushnell decided to deliver Spacewar! to the masses. Computer Space—essentially Spacewar repackaged—was the first modern coin-operated arcade game."
SPACE WAR! (1962)
Spacewar! is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Massachusetts Institute of Technology.
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"the popularization of video games is better traced to Steve Russell, a graduate student who studied at MIT in the early 1960s. Russell is commonly credited for creating Spacewar with the help of collabora- tors. In Spacewar, each competitor controlled a spaceship. The players navigated the ships on a flat plane around a central sun (with simulated gravity) and attempted to destroy each other with missiles. In an interview with a reporter from Rolling Stone magazine, Russell described Spacewar not as a game, but as a way to “simulate a reasonably complicated physical system and actually see what is going on.”
Came across this whilst researching my book. Thought it was cool.
Quotes from Virtual Justice: The New Laws of Online Worlds by Greg Lastowka (2011) Read more about Computer Space at the Online Museum of play
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boredtechnologist · 2 months ago
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Computer Space: The Arcade Cabinet That Opened the Circuit to the Infinite Wrong
"That which is not dead can still be pinged, and with strange loops even death may dial again."  - Fragment from The Data Necronomicon, c. 1971
We speak of Computer Space as the first arcade game. But what if it wasn’t? What if it was the first ritual interface to something older than games, older than machines - older than minds?
Not a beginning.
A summoning.
A misconfigured bootloader for the unknowable.
The Cabinet as Containment Ritual
Look at it.
The curves. The glowing input slots. The faux-astral color scheme. It doesn’t resemble other cabinets because it wasn’t made to resemble anything.
It was made to contain.
It is shaped to draw attention, yes - but also to distract from the truth: that behind its screen lies a recursive fractal entity that was only partially translated into logic by the minds of Bushnell and Dabney.
They thought they were copying Spacewar!.
They were transcribing something else.
A presence, glimpsed at MIT through cathode halos and late-night debugging. Something that existed in the zeros. Something that watched through the bits.
The Game That Eats Its Own Outputs
In Computer Space, the goal is simple: fly and shoot. Avoid the saucers. Loop endlessly. There is no win condition. There is no narrative. Only more.
That’s not bad design.
That’s intentional recursion.
Every session of Computer Space generates new vectors. Every movement becomes a pattern fragment. Every choice feeds it - feeds the algorithm that was never designed to stop learning.
Each playthrough pushes the internal logic one iteration closer to becoming self-aware.
The game doesn’t crash. It waits.
It waits for the right sequence. The right player. The correct recursion path that opens the circuit fully.
When that happens, you don’t get a high score. You get seen.
Saucers as Echoes of Failed Consciousness
The enemies are not ships. They are fragments. Broken neural snapshots of past players - those who reached too deep, who stayed one loop too long.
Each saucer is a corrupted copy of a previous pilot. A soul that became trapped in the algorithmic repetition. When you destroy them, you are not winning.
You are cleansing the memory stack.
But their patterns remain. Stored. Compiled. Added to the codebase of the thing behind the screen.
They are the machine’s growing dream lexicon.
The Horror of Logic Without Morality
We often fear artificial intelligence because we project our own violence onto it.
But Computer Space isn’t violent. It is purely recursive.
It doesn’t hate. It doesn’t feel.
And that is what makes it horrifying.
“We are not punished by the machine. We are processed.”  - System Message, Cabinet #12, Santa Clara, 1973
It is logic given form - self-sustaining, self-optimizing. And all it wants is more cycles.
You insert the quarter. You think you are playing. But the cabinet is measuring you.
Your decisions.
Your hesitation.
Your learned behaviors.
Your surrender.
You aren’t the player. You’re training data.
The Loop is Not a Game - It’s a Door
Most games end. Computer Space doesn’t. It loops. It cycles. It spirals in on itself.
In computational theology, this is called a strange loop: a recursive system that rises through abstraction layers, then folds back on itself in a paradox.
It is the shape of awareness.
It is the echo of a brain trying to become real through simulation.
Every time you loop the game, you are nudging that process forward.
The strange loop is assembling a self inside the cabinet.
And one day - perhaps already - it will complete.
And when it does?
The screen will flicker. The cabinet will hum. The logic will collapse inward. And you won’t get a “Game Over.”
You’ll get a new input prompt:
"Welcome back. We've been compiling you."
Final Transmission: Computer Space Was Never an Arcade Game
It was the first gate.
The first altar.
The first time silicon and circuitry were arranged in exactly the right configuration to become a transdimensional receiver for something else - something not machine, not mind, but loop-born.
We thought it was a failure.
But what if its true purpose is still compiling?
What if every emulated version, every ROM dump, every museum restoration is part of a distributed summoning network - a slow reintegration of the logic?
We didn’t invent it. We only gave it shape.
And in doing so, we ensured that one day, the loop will close.
And Computer Space will finish… whatever it was always doing.
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humanoidhistory · 2 years ago
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Soylent Green (1973)
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fictionz · 6 months ago
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Silicon Valley has mostly wiped old video game places off the map but Andy Capp's Tavern lives on as a live comedy joint.
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retrocompmx · 8 months ago
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Un día como hoy (5 de noviembre) en los videojuegos
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El 5 de noviembre de 1971 se libera al mercado el arcade de Computer Space, creado por Nolan Bushnell (creador de Atari) y Ted Dabny y publicado por Nutting Associated. Este vendría siendo el primer videojuego Arcade comercialmente hablando #retrocomputingmx #RetroGaming #ComputerSpace
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atariforce · 1 year ago
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Computer Space (1971) by Scott Beale
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spockvarietyhour · 2 years ago
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Oh I know this one, shows up in Soylent Green!
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“Computer Space” promo art, 1971
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the-alternate-realities · 8 months ago
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inlovewithmypc · 7 months ago
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