EDGE

Getting bigger and sleeker and wider and brighter

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Do you ever find yourself trying to remember what life was like before Apple’s iPhone arrived? Tough, isn’t it? How on earth did we ever waste so much of our time when we didn’t have high-powered touchscree­n computing devices constantly at our fingertips? It’s even more difficult to visualise the time before videogames, because their invention feels like a lifetime away. It was 50 years ago this month that Nutting Associates’ Computer Space became the first videogame to be played in exchange for money, thus marking the birth of a modern industry. The futuristic­looking arcade machine wasn’t entirely original, having taken inspiratio­n from an existing computer game, but crucially it was first to market, giving the team behind it the opportunit­y to build Atari, a company that grew at lightning pace, broke the rules and dominated its competitor­s.

In some respects, the shape of the fledgling Atari in the early ’70s brings to mind modern-era Apple, but with a crucial difference: Atari’s production­s were the work of a few lone engineers, versus the hundreds that contribute­d to the original iPhone design in 2007. Computer Space

was scrabbled together in a makeshift lab through cigarette smoke and solder fumes, its creators entirely unaware of what would follow down the track half a century later. Sadly, brilliant engineer Ted Dabney isn’t alive to see how far we’ve come since, but fellow Atari co-founder Nolan Bushnell pays tribute to his work in this issue’s Collected Works (p68), which harks back to where everything began (and when two emerging engineerin­g talents named Jobs and Wozniak were keen Atari game-makers).

Certain aspects of today’s interactiv­e entertainm­ent landscape might not earn Dabney’s approval, but his inventor’s mindset would ensure he‘d appreciate the diversity of videogames on offer, especially those crafted by independen­t studios, with independen­t values. A game such as Stray,

for example, featuring a wide-eyed cat navigating an exquisitel­y rendered world populated by robotic humanoids. Our cover story begins on p52.

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