Professional Documents
Culture Documents
Contents
Introduction.......................................................................................................................................2
Ralph Baer.........................................................................................................................................2
Hideo Kojima.....................................................................................................................................6
Ron Gilbert........................................................................................................................................9
Toru Iwatani.....................................................................................................................................14
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Introduction
Over the years these men have come ahead and beat the odds, and shown us yet
another way to look at the potential of the ever changing video game industry.
The contributions of these men showed us how to believe in the spirit of video
gaming and introduced to the world, the art of having fun.
R alph
Baer
The man is
considered the
‘Father of video
games’, and with
good reason. Ralph
Baer is the man who
brought to us the
first commercially
sold game console in
1972, the Magnavox
Odyssey.
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In the summer of 1966, he had the idea for a video game. His idea was to be
able to play a game on the TV set when the TV was tuned to a specific channel.
He was the first to think of having to turn the TV to channel 3 or 4 to play a
video game.
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Baer started development of the "Brown Box" console video game system and
several other prototypes in 1966 for the defense-electronics company Sanders
Associates in Nashua, New Hampshire. In 1971, it was licensed to Magnavox.
And after being renamed Magnavox Odyssey, the console was released to the
public in 1972. For a time it was Sanders' most profitable line, though many in
the company looked down on game development.
Baer created the first light gun and game for home television use, sold grouped
with a game expansion pack for the Odyssey, and collectively known as the
Shooting Gallery, The light gun itself was the first peripheral for a video game
console.
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H ideo
Kojima
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often discouraged by societal norms of Japan which favored finding ‘safe’ and
well paying jobs.
And the whole industry is glad that he did, because he eventually took Konami
to heights the company could only have dreamed of.
his oft-times unusual game ideas. It wasn't until he was allowed to release the
first Metal Gear in 1987 that the commercial success afforded him a little
leeway.
Kojima created the game franchise ‘metal gear’ which started with the NES
version titled ‘Metal gear’ itself.
Metal gear is one of the earliest examples of ‘stealth based gameplay’, and the
subsequent games in the series expanded the franchise considerably
With the release of Metal Gear Solid in 1998 for the PlayStation, Kojima
became an international celebrity among the video game media. Metal Gear
Solid was the first in the Metal Gear series to use 3D graphics and voice acting,
which gave a more cinematic experience to the game.
The latest game that swept millions of gamers off their feet all over the world is
‘Metal gear solid 4: Guns of the patriot’ which used the powerful hardware of
the playstation 3 to the fullest to create a breathtaking gaming experience.
Currently Hideo
Kojima is the the
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Ron Gilbert
Even better than a job well done is a job well paid. Gilbert promptly sold
Graphics Basic to a company named Human Engineered Software and, having
meanwhile received his diploma in computer science, started to work there as
well. He spent about half a year at HESware, programming arcade games for
the C 64. None of them were ever released; the company went out of business.
Searching for a new job, Gilbert ended up at Lucasfilm Games. While the name
of director George Lucas' company radiated magic and fame in the movie
business, the video game department was still small, rather unknown and quite
unsuccessful. Gilbert earned his living by doing C 64 ports of Lucasfilm Atari
800 games. Soon tiring of mere rewriting, he was eager to create. He got his
chance in 1985.
Ron Gilbert had a lot of plans for his program, and most importantly, he had a
very distinct idea of what he wanted it to feel like. The player had to be
connected to the game as directly as possible, to be able to concentrate on the
challenge that the world posed. Immersion
through intuitive controls? Major contributions-
That was not possible with the existing The ‘monkey island’ series
technology, especially not with a parser. Sam and max hit the road
Gilbert realised so some months into the Creation of the SCUMM
project. As there was no tool that would engine
have allowed him to implement all his
ideas, he decided that one needed to be
created. So Gilbert programmed a scripting
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language that was named after the project it had been written for, the Script
Creation Utility for Maniac Mansion, better known as SCUMM.
Maniac Mansion was released in 1986 and was an incredible success. Although
SCUMM proved to be the perfect technical frame for an adventure game, it
were the wacky characters and the light, ironical humour that captured the
player's hearts. Ron Gilbert had passed his baptism of fire as a designer, and he
had passed it with distinction. He did not have to plead for a project again. In
the following years, he was free to create what would become milestones of the
adventure game genre
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franchise being the ‘Monkey Island’ games, which brought to at least three
generations the capers of Guybrush threepwood and his lackeys.
‘The secret of monkey island’ the first in the series (released in 1990) was a
cleverly designed masterpiece of wit and humour. Ron Gilbert laid special
emphasis on the dialogues - conversations branched off to hilarious topics,
contained cross references, and were above all supposed to feel real.
Arguably the best dialogue-based puzzle in any adventure game to date is the
insult sword fighting of The Secret of Monkey Island, in which you had to
defeat your opponents by learning and answering abusive sentences rather than
by brute force.
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Toru Iwatani
An early pioneer in the
Japanese videogame industry,
Toru Iwatani is the creator of
the beloved arcade hit Pac-
Man.
designed the 1978 and 79 arcade releases Gee Bee, Bomb Bee, and Cutie-Q.
After working on these three titles, Iwatani wished to create a game that would
target women and couples; his goal was for game centers to shed their
somewhat sinister image for a lighter
Born- January 25, 1955
atmosphere, and he believed that the key to
doing that was to get girls to come in. Major contributions-
Iwatani's eureka moment came when he Pac-Man
removed a slice of pizza from a pie, creating Ridge racer
the visual inspiration for his next big thing. It Time crisis
was in this moment that, according to
Iwatani, Pac-Man was officially born. Now
that he had the look, he needed that special something to attract his target
audience. After listening to girls talk to one another, Iwatani determined that
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food and eating would be the way to get the fairer sex interested in arcade
games.
In 1980, Pac-Man (renamed from "Puck Man" for fear that the arcade cabinet
would be defaced by smart-ass kids) was released in the US under Midway, and
the face of gaming was irrevocably altered.
On the technical
side of things, Pac-
Man's AI was
revolutionary; the
ghosts did not move
at random -- instead,
they moved around
the maps in four
distinct behavioral
patterns. However,
the real brilliance
behind Pac-Man
was its
unprecedented sense
of life. The act of
eating and the
terrified expressions of the ghosts as they fled a ravenous yellow disc tapped
into gamers' affinity for living things.
Iwatani later worked on other Namco games such as ‘Ridge racer’ and ‘time
crisis’ too.
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