thing they had witnessed. That enthusiasm lasted when Higinbotham made version 2.0 the following year; people continued to queue up, indicating that the market for such games was already in place. Willie Higinbotham, the scientist/entertainer, had stumbled upon the future. And the future was games.
Meanwhile, a determined but self-effacing engineer was hard at work on a game machine that would work when hooked up to a television set. His name was Ralph Baer. A few of the old-timers at Brookhaven believe that Baer took a trip there to see Tennis for Two years before he came up with the idea for a brilliant invention that would mark the videogame’s debut as a commercial enterprise.
A SPACE ODYSSEY
In 1966, Ralph Baer, a short, bespectacled man with a deep, radio-quality voice and a sharp wit, had been a successful engineer for thirty years, overseeing as many as five hundred employees at Sanders, a large New Hampshire manufacturer whose primary contract was with the United States Defense Department. Much of Baer’s work revolved around airborne radar and antisubmarine warfare electronics. In the late summer of that year, he was sitting on a step outside of the busy Port Authority Bus Terminal in Manhattan, waiting patiently for a colleague and about to head to Madison Avenue for a meeting with a Sanders client. Manhattan’s traffic ebbed and flowed and taxis honked and the passing parade went by. Suddenly, Baer began furiously writing notes with a number 2 pencil on a spiral-bound yellow legal pad. It was like some spirit, some videogame ghost, was doing the writing.When he was done, he had a title page and four single-spaced pages of notes. His brainstorm produced a passel of ideas for an ingenious “game box” he initially called Channel Let’s Play! In that detailed outline, he described Action Games, Board Skill Games, Artistic Games, Instructional Games, Board Change Games, Card Games, and Sports Games, all of which could be played on any of the 40 million cathode-ray-tube TV sets that were ubiquitous in America at the time. He even detailed add-ons, like a pump controller that would allow players to become firemen and put out blazes around a virtual house displayed on-screen.
It wasn’t the first time Baer had come up with an idea for games on TV. Fifteen years earlier, in 1951, he worked at another defense contractor, the Loral Corporation, and suggested a rudimentary checkers game. But he didn’t think about games on TV again until that day in 1966, probably because his boss at Loral thought a game inside a TV was a ludicrous idea.
Let’s Play! was a much grander and more complex idea that would take a lot of time, manpower, and money to create properly. On that summer day in Manhattan, Baer didn’t know how much time or money. But Herb Campman, Sanders’s chief of research and development, believed in the concept and gave Baer a budget of $2,000 for research and $500 for materials. Baer, a complete work addict, would soon be on his way to becoming the father of videogames.
Little has been written about how Baer’s early life informed his later work. In fact, Baer was infected by the invention bug when young, not long after his family left Cologne in the 1930s. As a kid growing up in Germany, Baer didn’t realize the war was coming. He played with a stick and a hoop outdoors. At night, he and his sisterperformed puppet shows in their bedroom, laughing and laughing as they transported themselves into worlds of their own creation. The childish plays took Baer’s mind off the schoolkids who bullied him and hit him in the face for being a Jew. After packing their possessions into a half dozen three-by-four-foot wooden crates, in August 1938 the teenage Baer and his family fled Hitler’s Germany for New York City, via a ship that docked in Rotterdam. Many of his Jewish relatives weren’t so lucky and were killed. Baer was too young to comprehend the danger; as the ship steamed toward Ellis Island, he