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Who’s your daddy?
Smack talk started with SIMON inventor
By John “Q”
Andrews
jandrews@hippopress.comm
Widely
known as the “father of video games,” Ralph Baer of Manchester first
developed the concept of using an ordinary television set
interactively to display games in 1966 while working for Sanders.
His “Brown Box” prototype, which used simple squares and lines to
display games like ping-pong, hockey and racquetball, was released
to the world as Magnavox’s Odyssey game console in 1972. The more
famous PONG arcade game, put out by Atari, became the fulcrum of a
legal battle between the two companies, which ended when Atari
agreed to license the technology from Magnavox. PONG was released in
a home version with simpler controls than those of the
then-discontinued Odyssey in 1975.
Baer also invented
SIMON, the handheld, single-chip game requiring players to mimic its
musical pattern. He amassed a huge number of patents and many toys
that made it to market, including Ideal Toy’s Maniac, Coleco’s
Amazatron, Yes! Entertainment’s TV Teddy and Hasbro’s Talkin’ Tools.
A large collection of documents, prototypes and replicas of Baer’s
is in the Smithsonian’s collection, and his book, Video Games: In
The Beginning, was published in 2005.
Before his
electronics career, Baer served as an engineer and military
intelligence in World War II in Europe, starting a small arms
exhibit and teaching soldiers about the enemy’s weapons. The exhibit
was brought to the United States after the war, where it was broken
up and displayed in various locations.
Baer is speaking
at 7 p.m. Thursday, April 12, in Collings Auditorium at Daniel
Webster College, 20 University Dr., Nashua.
What
brought you to Manchester originally?
A company we started in New
York. We were successful, got lots of contracts, but didn’t have the
money to go forward, so we needed some holding company to buy us
out. Found a company that had a place in Massachusetts, and another
one that had just moved up here. It was the biggest electronic sheet
metal company in the country, Insuline. They moved into the building
on Granite Street. Of course, there were several levels of that
building that were totally unoccupied, so next thing we know, we’re
packing our stuff up on downtown Spring Street in New York, and
we’re moving to — Manchester, N.H.? Where the hell is that? Some
place on the way up to the White Mountains?
I
heard that you were going to be speaking at Daniel Webster College.
How did that come about?
Well, they needed a speaker, so
they called on me. I’m getting used to being in the limelight. It’s
beginning to occupy entirely too much of my time; I can’t get
anything done. I was just in Washington ... I was down in the bowels
of the American History Museum, the Smithsonian, filming a segment
for The Stories of the Vault, which is a series of things they do
about things that are down in the vaults and may not see the light
of day for who knows how many years, because they’re limited in
space upstairs. The Smithsonian has all my original video game
hardware, so we talked about the Brown Box, which was the last of
the series of games we built at Sanders.
How
did you get into electronics?
I came to New York from Germany
in ’38, just ahead of the hangman. When I got there, I started work
in a factory for my mother’s cousin’s husband in downtown New York.
On the subway to work, I saw somebody with a magazine. On that back
page of the magazine, there was an ad for the National Radio
Institute in Washington, D.C. The headline was, “Make big money in
radio and television servicing.” That was me. I was 16 then. I’d
already been out of school after Hitler threw us out of school at
age 14 ... Once I finished the correspondence course, I took the
advanced correspondence course. Once that was done, it didn’t take
long — in less than a year, I was out of the factory.
Did
you work on [your inventions] and then sell them, or were you
contracted?
Some of them, I was the outside
electronics capability for Marvin Glass and Associates; they were
the biggest independent toy and game designers in the country, in
Chicago. I worked with them for the better part of 10 years. I came
up with ideas, worked on them like in the case of all these
single-chip microprocessor games. I had a fellow who worked for me
at Sanders do the software, which was hard to do in those days:
paper tape readers and working through the telephone wire on some
computer at 110 baud a second. But all those things got licensed ...
The marketeers deserve to drive the Cadillacs they drive. Us
engineers drive Chevys. That’s the order of things. Without them,
we’d be working our ass off going nowhere. |