Esports is old. Its origins stretch back to the very first days of video games as a medium. Was competitive gaming born with the invention of Tennis for Two in 1958, the very first video game? Or in 1972 when Rolling Stone hosted the first Space War! competition in a university computing lab?
No: esports arrived when the concept of being a pro gamer – playing rather than making video games – entered the public consciousness. Even if it was simply a child’s dream vocation, in the same way he or she might once have aspired to be a cowboy, pirate or astronaut; this was pivotal.
And as it turns out, for a company not much interested in the esports industry in 2020, Nintendo played an unexpected role in making this happen with the Nintendo World Championships in 1990. But the story goes back almost a decade before this.
He begins keeping a database of game high scores. Except it’s not a database. That’s dull. It’s the Twin Galaxies International Score Board
It’s 1981. Atari is hosting its first World Championship at the Chicago Expocenter, with $50,000 on the line, and $20,000 going to the overall winner. The tournament itself is a disaster; there are only funds for a few hundred Centipede cabinets, which competitors have to pay to play – but the event inspires determined 14-year-old Texan Ben Gold, who notices that even in this gathering of the best Atari players, there’s no sense of camaraderie.
He goes back to Dallas and starts buying more and more pizza from his local parlour, just so that he can play the games there. He gets hooked on Defender, then its follow-up, Stargate. He starts playing longer and longer on one quarter. 7 million points, 10 million points. After a while, Gold begins to wonder if he has the highest score of all, and phones the arcade manufacturer, Williams Electronics. To his surprise, the staff are nonplussed, but they pass him along to someone who cares: Walter Day, an arcade owner in Ottumwa, Iowa.
A former oil broker, Day is determined to make his place of business, Twin Galaxies, more than what it is: a small arcade in an even smaller town. He begins keeping a database of game high scores. Except it’s not a database. That’s dull. It’s the Twin Galaxies International Score Board.
Walter tells Ben that the Stargate high score is 36 million; Gold promptly plays for 36 hours straight, breaking the record on the night he turns 16. Walter rings the pizzeria to confirm the score and now Ben is a record holder. But he’s more than that, though, as Walter is dreaming much bigger still. Ben is a world champion, and he ought to be recognised as the star he is; in fact, Walter has a proposition for him. Would he like to come to Twin Galaxies? As gaming’s first umpire, Walter is organising a little get-together of all the world’s best players.
They all assemble in November 1982 for what later becomes an iconic photo. Billy Mitchell, still to become the hot-sauce-selling villain of The King of Kong documentary, is here. So is Steve Harris, 17, Popeye expert and later founder and publisher of Electronic Gaming Monthly magazine. A culture of connected players competing starts here.
Other events follow; Walter and Ben fly out to LA to compete on television show That’s Incredible!, and since Walter is not one to shy away from hyperbole, they do so for the title of World’s Best Video Gamer. They face off in five different games, a medley format that will later underpin the NWC.
Then in the summer of 1983 Day hits the road, forming the first-ever US National Video Game Team (USNVGT), complete with matching uniforms. This plucky band, including Mitchell, Harris and Gold, set out across the US in an old school bus, stopping at arcades to show off their skills and raise money for charity.
They make it to Seattle, home of Nintendo of America, where they meet with managers and are given Nintendo handhelds to take home with them -– but some of these are later traded for food on the road
It’s not smooth sailing, however: the team arrive at a Sega arcade cabinet factory on the day that its workers are notified the facility has been bought by Midway and layoffs are looming. They make it to Seattle, home of Nintendo of America, where they meet with managers and are given Nintendo handhelds to take home with them -– but some of these are later traded for food on the road.
Finally, the squad, down to just Walter, Billy and Nibbler player Tom Asaki, make it to Washington where they deliver challenges to the Italian and Japanese embassies to field national video game teams of their own and come at them. Neither country does.
Why does this team matter so much, if everyone was ignoring them? Because they dreamed, and dreamed big.
The arcade crash of 83-84 kills Twin Galaxies and Day steps way from the team, but the USNVGT, now helmed by the savvy Harris, continues. He brings sharpshooting Cheyenne expert Donn Nauert on as the new captain and face of the squad as they pivot into endorsements and reviews.
By the mid- to late 80s, Nintendo’s stratospheric success with both the Nintendo Entertainment System and its Nintendo Power magazine have made marketing managers a bit more savvy to the players’ potential. In 1987, Nauert, now USNVGT team captain, is paid to promote the Atari 7800 console in a series of commercials aired in prime slots on Saturday morning kids ’ cartoons, wearing his stars and stripes shell suit.
This is crucial. 'Pro gamer' may not be a viable career at this stage – though Nauert will later work as a game producer for THQ – but it has at least entered the dream space. It’s something. A 'what if?'
Then in 1988 Harris sets up his own magazine, U.S. National Video Game Team’s Electronic Gaming Monthly, reviewing new console games. The name is quickly shortened to EGM, and it later becomes the most widely-read games publication in the world.
The stars of the U.S. National Video Game Team never find riches as esports athletes later will, but they are starting to use their ability to play games, not code them, in order to enter the gaming industry. In 1988, the producers of That’s Incredible! once again turn to the USNVGT to fill a segment of the magazine show. Donn Nauert strolls out onstage, neck slightly stooped from the weight of his medals, an all-American hero for a new generation.
Harris was negotiating a deal with Nintendo for the USNVGT to become the official company team and even run Nintendo Power for them, only for it to fall apart at the last minute
Once again, three young teenage boys face-off, this time in a compilation of Nintendo games. It’s the format here that makes the most impact. It may even have helped inspire a Hollywood movie, which in turn directly shaped the course of competitive gaming – not least because, at the same time, Harris was negotiating a deal with Nintendo for the USNVGT to become the official company team and even run Nintendo Power for them, only for it to fall apart at the last minute.
Then the following year, Nintendo makes its biggest play yet for the children of America, teaming up with Universal Pictures for the release of The Wizard. The oddly dark tale about a pair of young brothers travelling to a $50,000 game tournament in LA, ‘Video Armageddon ’ takes on a new aspect when these behind-the-scenes deals are considered. The similarities to the That's Incredible! TV format are obvious, from the crowd to the gauntlet of NES games used.
Whether by intent or not, the That's Incredible! TV segment and Universal Pictures film set the template for the spectacular 1990 Nintendo World Championships, which sees 8,000 players in 29 cities across the US competing to be crowned the world’s best.
The finals are lifted straight out of The Wizard, set in the same location (Universal Studios, originally selected by director Todd Holland because he thought it would look better than the school cafeteria initially proposed in the script), using two of the same three games (Super Mario Bros. 3 and Rad Racer).
You already know how they played out: reclusive teen Thor Aackerlund, one of the greatest Tetris players of all time and the first player to hit Level 30, annihilates the competition.
Here’s why the USNVGT, their TV appearances, their almost-partnership with Nintendo, is so crucial. With the NWC, the tournaments they’ve been putting on for years suddenly hit the mainstream. Nintendo is suddenly saying that the ultimate goal of playing Tetris isn’t just to have fun, but to be the best, anywhere. And if you are, you get the sports car, the cash prize, the TV, the rare NES cartridge and Mario statue later worth hundreds of thousands of dollars.
The Nintendo World Championships’ biggest impact was not on the bottom line of a few talented teenagers but on the wider public consciousness
Unwittingly, Thor becomes the first-ever professional gamer. He’s hired as a spokesperson by Camerica, the company behind the Game Genie cheat cartridges for consoles. His parents are unable to work, so Thor’s gaming abilities force him to become the family’s sole breadwinner in the following years, creating a sense of pressure that compels him to withdraw from the public eye. An unfortunate side effect, but the fact he must do so is indicative of something greater.
The Nintendo World Championships’ biggest impact was not on the bottom line of a few talented teenagers but on the wider public consciousness. The event, scrupulously marketed and sanitised in the Nintendo way, showed that gamers could be venerated too, not scorned. The NWC recognised that their talents would be something to be admired, acquired – even rewarded. When enough people seek the same rewards, a new vocation is born.
This feature is an edited extract from 'This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming' by Paul ‘Redeye’ Chaloner, published by Bloomsbury Sport, with a recommended retail price of £12.99. It is available to order in paperback, ebook and audiobook now.
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Comments 20
I remember Games World in the early-mid '90s here in the UK. great show and I think my first intro to any form of esports.
I kinda miss that early era of "pro gaming," it was so much more pure and passionate back then. Also the competition was all about high scores, it wasn't about all these e-sport games we got these days. It was mostly just kids back then having fun, it didn't have the toxicity and big money corporate influence that we got today.
@gavinh I remember games world I loved it , it was kinda cheesy but any show with video games in it was to be celebrated. Loved games master as well xx
Funny how the MC of this event (Terry Lee Torok) would go on to host the video game show, Video Power, here in the US. For those who never saw it, it aired from 1990-1992 and was hosted by a guy named Johnny Arcade (an actor with the real name of Stivi Paskoski). On the show, four kid contestants would play NES games for like two minutes or so to try and get the high score. They also answered trivia questions on NES games, including one that was a name that tune style with NES music. The winner got to go to a bonus round where they would go through an area loaded with NES games and they got to grab as many as possible in like a minute. If they got the game of the day, they won a grand prize like a Neo Geo or Sega Genesis. I liked it as a kid, but rewatching it on YouTube, it's very 90's in some tacky ways.
I am glad that I own an official NWC cart ..
i have 7 gold nwc carts.
@ogo79 That'll pay for a big decent house and all the bills for a good thirty years.
I think competition can sometimes ruin the experience of a game, though. Every now and then, I'll tune in to watch a match in the Overwatch League and there's something about it that just seems so joyless. The players don't seem like they're having fun and there's something about each match that feels weirdly tense and serious. I'm sure it's immensely satisfying to be on the winning team for a season, but I can't help but think that taking a game too seriously ruins the whole point of it.
Personally, I get a kick out of occasionally buying new tables on Pinball FX3 and seeing how high I can get on the world leaderboards, but I do so looking to beat only my own score, not everyone else's. I can't imagine how stressful it would be to actually care about being on top.
That photo with the cabinets and cheerleaders is pretty much how gamers are often still seen by some people....
Interesting article - though totally agree with the above poster - competitors can often seem so joyless. I imagine that any situation where you've trained and trained and can be ruined by a split second error is going to be nerve wracking and that's hardly enjoyable for me. Never a score chaser, I just like to see new content/areas/things to experience in games instead.
That said, we ended up having a Ms Pac Man competition last year at work and there was a curious amount of satisfaction about being briefly at the top of the scoreboard (and subsequently pushed off it) so I do understand the mentality... I really can't imagine gripping an arcade controller for so long though without needing extensive hand physio after!
@SwitchVogel I can totally relate to that. Competitive gaming has never been fun for me outside of the simple goal of competing against my personal best score or best time and so on. I think by the time you become a high level competitive player you obsess over the little things so much that you lose sight of what there is to enjoy about a game.
@SwitchVogel I can actually relate to that. When I first got FX2 on the Wii U I was obsessed with getting first place on every table. I enjoyed pinball so much and found out I was actually good at it so I started with my favorite tables and went from there. Took me about a year to get just over half of the first place scores but then I started to get burnt out. Checking daily to see if anyone had taken one of my scores and then having to get some back became a chore and not so fun.
It got to the point where I was nearly playing the tables to achieve high scores and not play the tables for fun. I would quickly learn what to do to score the highest I could and just continue to spam that over and over again and not play the table the way it was intended. I eventually burned out to the point I didn't want to play pinball for a good long while. Games would last 5 to 10 hours and it felt more like a job to me then a game.
Sorry for that rant as what you said made me think of my own experiences. At some point you lose what you loved about playing certain games just like you said.
I wonder if he touches on the series of events that lead to Twin Galaxies becoming dysfunctional and no longer an unbiased facility of referees while tied up in business dealings with Billy. This is why so many of us dropped out of competition.
@Iulis84 Yeah, competitive gaming these days is more about "playing the meta" and exploiting the game's loopholes and technicalities, including datamining to run the math on the numerically superior actions to perform. It's not really about playing games, it's about breaking systems down to raw numbers and then successfully, repeatedly performing the actions to make the math work. Like any profession it's about taking something nice and distilling it into the most mind-numbing efficiency-maximized experience possible.
@SwitchVogel That describes every single Splatoon match ever, though. "Oh come on, that's not possible, they're all cheating! You little $($#@ you wanna $%#@$%? You wanna $($#@ ?!?! Go 89*@#$ you little $#@$@# before I $($#@($&$(#@&U$!!!! That's right you $#@$ LITTLE CHEATING *(#$@$!!!!
Yeah!, another round with the same group, this game is so fun!!"
Seriously though, I'm somewhat OCD myself, but I see most of "pro gaming" as an OCD obsession more than actual competitive play in most ways. There's something....unnatural about that scene.
@JayJ That was just amateur competition, that's why it was preferable. "Professional" by definition means corporate influence and toxicity. Once it's a business designed to turn a profit, that's the whole heart of it.
OTOH, score chasing versus team-based play isn't inherently a pro or con. And technically it's hard to have a "team" of score chasers since they're really all playing for themselves, so the "team" in the article is kind of a silly idea that didn't make sense until squad-based games became real.
@NEStalgia Yeah I agree. I don't think anyone really appreciates or enjoys games when they do that, it's all about exploiting the game.
@JayJ I remember a Splatoon 1 conversation revolving around save-scumming and the explanation that the ethical way to play was to seek every advantage for your team and that the save restore system was a tool built into the console by Nintendo for use, and to not use it was an artificial self-handicap. I kind of washed my hands of the whole concept of competitive gaming (not that I was ever involved with competitive gaming, mind you) after that mental gymnastics demonstrated proved the twisted rationalization of things people gyrate through to arrive at their desired conclusion.
Edit: And that wasn't even pro esports for-money. That was just for internet bragging rights. What do the for-profit players think up as normal?
@NEStalgia From what I have heard the competitive gaming scene is just kind of crazy these days. A friend of mine was a top tier gamer back in the day and when he was a teenager he had some organization approach his parents about recruiting him for some competitive gaming team of some sort. Apparently what they did was get all these kids to live in a house somewhere and just play online games all the time training away at their ability to be the best. His parents declined but apparently a number of famous competitive gamers went through something like that.
When it comes to how they play games it's pretty much what you said about breaking it down to math. They don't really play games the way most people play them, it's all about discovering and exploiting whatever is most effective. From what I have seen it is pretty much impossible to enjoy a video game for anything besides the pursuit of victory over other players.
@JayJ Yeah, that story echoes things I've heard a lot of how it works in Asia. I hadn't realized it got quite that crazy here, too. It's like Pinocchio's Pleasure Island. Enslave the kids by forcing them to do exactly what they wanted to do. I'd crack a joke about needing to be miserable to be the best, but I suppose it's not just gaming...that applies to almost every field, now that I think about it (ask every raging alcoholic that emerges from med school....) It's just more saddening when it's for something useless and meant for fun like gaming.
But yeah, that description is what it is. It's really disturbing when you see it, and not just at the pro level. Even competitive "for fun" play is like that....echoing the pro players I presume. I kind of fear to find out what some of those folks are like in other aspects of life. "Fun" people, I'm sure. I picture them all as high ranking corporate efficiency analysts. The people you hire when you want to find out how many people you can fire to squeeze an extra tenth of a percent this quarter.
@NEStalgia I feel like the car industry would be a good way to relate to that. As someone who is a car enthusiast I know how the issues with cars and their companies always seems to come down to the enthusiasts vs the bean counters. The enthusiasts tend to be designers, race car drivers, and engineers. The bean counters are the suits working at the corporate head office trying to dictate everything. They always seem to be clashing, the designers want the car to look as good as possible, the engineers want the car to be built as well as possible and the drivers want the car to perform as well as possible. All those people can seem to get along, but then the bean counters come in and tell them "you can't do this and that" and try to dictate everything that can be done. All the people with passion want to build it to be as enjoyable as possible but then the corporate types get involved and the only thing they care about is the numbers and the math, breaking everything down to dollars and profit margins, focus groups and marketing. If the corporate suits get their way you wind up some something that looks and feels like it was "designed by committee" because that is what happened, a passionless product with safe direction and minimal risk.
Same thing seems to happen with gaming in a sense. You have passionate developers who are just focused on creating an atmosphere and an experience, only to get the by numbers types coming in and breaking it down to math and whatever is the safest thing to do in order to ensure victory over other players. Whenever people get focused in on success they seem to lose sight of all the passion and enjoyment that can be had with something.
@JayJ This makes me think of an episode of Game Maker's Toolkit, where Mark Brown quotes a developer who says that players will 'optimize the fun out of a game' if you let them. The example he gave was how the XCOM games are inherently designed around you taking risky chances and sometimes losing on them, but players in the first game would often employ a strategy where they'd take over an hour to clear a map by creeping forward in the slowest, safest way possible, because it guaranteed they wouldn't lose as much. These same players would ironically then complain that the game wasn't fun.
The point being, taking a game too seriously and trying too hard to 'max' it can often ruin the entire point. I'm sure I'd be a much better Overwatch player if I regularly studied the habits and methods of the pros, but then it would be less about enjoying a character's playstyle and more about focusing on all the mistakes I'm making.
@SwitchVogel Yeah at the end of the day I think of video games simply as entertainment, however you have fun playing the game is the best way to be playing it. Everybody has their own taste when it comes to what they enjoy the most, there should be no right or wrong way to play video games so long as you are having a good time. I think what happens is a lot of people get pressured into feeling like they need to take them seriously because some people just can't take them lightly.
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