written by Shaun Raviv
How Georgia State became the keeper of an extraordinary relic from the earliest days of electronics — part video game console, part personal computer — designed by an unheralded African-American computing engineer.
How Georgia State became the keeper of an extraordinary relic from the earliest days of electronics — part video game console, part personal computer — designed by an unheralded African-American computing engineer.
Last September, Ying Zhu,
an associate professor in Georgia State’s Creative Media Industries Institute (CMII), received an unexpected phone call.
On the other end of the line was Kathy Scott, a public relations specialist whose daughter had recently begun her freshman year at Georgia State as a computer science major.
Scott got right down to it: “What do you know about the Imagination Machine?”
Zhu had no idea what Scott was talking about. The words sounded like they should be splashed in psychedelic colors on the side of the Scooby-Doo gang’s van.
“I’ve never heard of it,” said Zhu.
“It’s an old video game console,” Scott replied. “I’d like to donate it to the school. Are you interested?”
Zhu had recently moved from the Computer Science Department to CMII, an interdisciplinary institute meant to cultivate talent for Georgia’s growing film, television, music and gaming industries. Zhu had spent most of his career as a software engineer, but he’d never heard of an Imagination Machine.
He said he didn’t know if he was interested. He’d have to do some research. He wrote “Imagination Machine” on a notepad and asked Scott to email him more information.
Then he started searching the Web. It turned out the Imagination Machine was an extremely rare hybrid of a video game console and a personal computer from a much more innocent time in gaming and computing — before Xbox, “Mario Bros.” or even “Pac-Man.”
And the mind behind the Machine was one of the first African-American video game console engineers.
When Scott later forwarded more details on the machine, Zhu replied immediately and definitively: “I’m interested.”
UNDER THE HOOD
Unlike other early home computers, the Imagination Machine is a modular, two-part system that combines a video game console with a computer base unit to transform into a personal computer.
A J-shaped connector plugs into the MP1000’s cartridge port and links the system.
The MP1000 game unit, powered by an 8-bit microprocessor, serves the core of a larger computer system.
The computer base unit features an integrated keyboard and a built-in cassette tape drive for extra data storage.
The system came with one built-in game, “Rocket Patrol.” Games could come on either cartridge or cassette.
Two hard-wired controllers each feature a joystick, fire button and numeric keypad.
With the two units combined, the Imagination Machine has 9 kilobytes of memory in total.
Last September, Ying Zhu,
an associate professor in Georgia State’s Creative Media Industries Institute (CMII), received an unexpected phone call.
On the other end of the line was Kathy Scott, a public relations specialist whose daughter had recently begun her freshman year at Georgia State as a computer science major.
Scott got right down to it: “What do you know about the Imagination Machine?”
Zhu had no idea what Scott was talking about. The words sounded like they should be splashed in psychedelic colors on the side of the Scooby-Doo gang’s van.
“I’ve never heard of it,” said Zhu.
“It’s an old video game console,” Scott replied. “I’d like to donate it to the school. Are you interested?”
Zhu had recently moved from the Computer Science Department to CMII, an interdisciplinary institute meant to cultivate talent for Georgia’s growing film, television, music and gaming industries. Zhu had spent most of his career as a software engineer, but he’d never heard of an Imagination Machine.
He said he didn’t know if he was interested. He’d have to do some research. He wrote “Imagination Machine” on a notepad and asked Scott to email him more information.
Then he started searching the Web. It turned out the Imagination Machine was an extremely rare hybrid of a video game console and a personal computer from a much more innocent time in gaming and computing — before Xbox, “Mario Bros.” or even “Pac-Man.”
And the mind behind the Machine was one of the first African-American video game console engineers.
When Scott later forwarded more details on the machine, Zhu replied immediately and definitively: “I’m interested.”
UNDER THE HOOD
Unlike other early home computers, the Imagination Machine is a modular, two-part system that combines a video game console with a computer base unit to transform into a personal computer.
A J-shaped connector plugs into the MP1000’s cartridge port and links the system.
The MP1000 game unit, powered by an 8-bit microprocessor, serves the core of a larger computer system.
The computer base unit features an integrated keyboard and a built-in cassette tape drive for extra data storage.
The system came with one built-in game, “Rocket Patrol.” Games could come on either cartridge or cassette.
Two hard-wired controllers each feature a joystick, fire button and numeric keypad.
With the two units combined, the Imagination Machine has 9 kilobytes of memory in total.
2-IN-1
For those who don’t know much about computers and video games, seeing the Imagination Machine for the first time could be a trifle confusing. It doesn’t look quite like anything else. Each component is familiar — keyboard, cassette deck, speaker, game console — but they’re all part of one machine. It’s like a mad computer scientist’s Frankenstein monster.
The confusion stems partly from the fact the Imagination Machine combines two things into one piece of equipment.
First, there’s the base. An off-white rectangular plastic box, it houses a clicking mechanical keyboard on the bottom left and a cassette deck in the top right above a small speaker and a volume dial.
The second part of the Imagination Machine sits to the left of the cassette deck on a flat surface the size of a small shoebox cover: the MP1000 video game console. Similar to an old Atari or ColecoVision from the early 1980s, the MP1000 is black with two controllers, each with a joystick, a red “fire” button on top and a numeric keypad. Like the 8-bit Nintendo Entertainment System, the console has power and reset buttons and a place to insert rectangular cartridges. A radio frequency (RF) adapter allows users to hook up the MP1000 to a television and play it like other video game consoles.
But the real magic happens when the two units are connected to each other. When a user inserts a black, J-shaped connector into the cartridge port of the MP1000 and the back of the base, the two units become the Imagination Machine, a personal computer with 9 kilobytes of memory that allows users to program using BASIC (Beginner’s All-purpose Symbolic Instruction Code), a visual calculator and a text editor. With an “Expansion Box,” available for a little extra money, the Imagination Machine could support a printer, modem or additional memory cartridge. While these capabilities are an infinitesimal fraction of what today’s computers can do, they were state of the art in the late 1970s. At least for a minute.
FATHER OF THE MACHINE
Growing up in public housing in Brooklyn’s notorious Brownsville neighborhood, Ed Smith was always a curious boy. Back in the 1960s, Brownsville was known for riots and Mafia hits. His mother was a housemaid, and his father, who drove trucks for a living, often instructed the young Smith to prepare for a life of driving trucks just like daddy.
But Smith had always loved fixing things at home — radios, door bells, vacuum cleaners, light switches — and had other career plans. As a teenager, he transferred out of his traditional high school to study electronics at George Westinghouse Career and Technical Education High School, the same school JAY-Z and the Notorious B.I.G. would later attend. There, he learned the technical details of wiring, motors and burglar alarm systems.
“I was just one of those folks who wanted to know how things worked,” Smith says. “Curiosity had a lot to do with my career.”
One of his first jobs was engineering traffic signals for a company called Marbelite. While most of the signals were mechanical or solid state, the newest ones were starting to use microprocessors, so Marbelite sent Smith to get training in the emerging technology. He liked his job, but Marbelite’s working environment left much to be desired.
“It was like a sweatshop,” says Smith. “It was in a seedy area of Brooklyn, in one of those old factories where half the windows are broken out.”
In his mid-20s, he landed an interview with a company in midtown Manhattan called APF Electronics.
During his interview, an APF engineer gave Smith a schematic for an RF modulator and told him, “Build that.” Smith finished it well before the engineer returned.
He got the job.
ELECTRIC CHIMERA
In the early to mid-1970s, APF specialized in calculators, and Smith started off designing the “cosmetics” of calculator keyboards and displays. But the real reason they hired him was because of a new industry that had recently taken off: home video games.
In 1975, Atari successfully brought “Pong,” the pioneering Ping-Pong arcade game, to home consoles. Other companies, such as APF, followed suit and started releasing their own games with standalone consoles that could plug into a television.
In 1976, APF created a series of TV Fun consoles, which featured a handful of simple built-in games like tennis, hockey, squash and handball. The first version required six C batteries and had two controller knobs built right into the faux-wood case. During the console’s first year on the market, APF sold 400,000 units. With that early success, APF wanted to make its mark in this young, exciting industry.
When Smith’s bosses at APF said they wanted him to build a new video game system to compete with Atari, he was over the moon.
“I was foaming at the mouth,” Smith says. “It was the most exciting thing I had ever heard. It was exactly what I wanted to do.”
First, Smith had to figure out how to make a console. He started by reverse-engineering the Atari VCS (later known as the Atari 2600), the most popular console at the time, to figure out how a video game console worked. The VCS sold for $199 (about $800 today) and came with a straightforward shooting game called “Combat” and initially supported eight other game cartridges you could purchase, insert and play.
Smith opened up the VCS to see what made it tick in order to replicate, and perhaps improve upon, its functions. Working at a small company during the earliest stages of console design, Smith did a bit of everything.
“I had to understand exactly what those components did and how they worked and then take that information back to the engineering team,” he says.
Primarily a hardware designer, Smith built the prototypes and drafted the engineering documents for the MP1000 console, the cartridges and the computer base that came later. Smith’s building blocks included circuits, resistors and capacitors. His tools included soldering irons, magnifying glasses, oscilloscopes and spectrum analyzers.
He was a pioneer in an immature industry that hadn’t yet been shaped by decades of trial and error. For a young black man in the late 1970s, he painted an unusual picture.
“I was one of those guys who walked around in a lab coat with 15 pens in my pocket with a pocket protector,” he says. “That was my world.”
As a hardware guy, he let the software people do their work. But somebody had to make sure the console and the games worked properly.
“I would spend half a day at my desk playing games,” he says. “It was amazing.”
But it wasn’t all fun. In fact, he found the gameplay draining. He had to make sure there were no bugs, so he would be under great pressure to get to the final levels — not always an easy task with the game’s programmers continually popping in and out of his office to ask, “What level are you on now?”
Smith’s job didn’t end there. As the engineer behind the Imagination Machine, he understood it better than anyone else at APF. Because it looked so different from any other systems, the sales team struggled to sell it and came to Smith for help. Eventually, Smith was asked to go out in the field with them and help sell the new product himself.
In no time, he’d gone from research and design engineer to game tester to salesperson. He even gave one pitch at the top of the Sears Tower in Chicago. Smith had elevated himself from poverty in Brownsville to human engineering’s literal zenith.
“I looked out that window from the Sears Tower at that expanse and thought: ‘Man, I’ve finally gotten to where I need to be,’” he says.
The MP1000 went on sale to the public in 1978, and Smith’s sales trip would lead to about 50,000 units sold. The computer base went on sale a year or so later, completing the Imagination Machine. (Designing the computer base was a whole other challenge that required Smith to reverse-engineer the Apple I, Commodore Pet and RadioShack’s TRS-80 Model I.)
The company put out colorful ads in publications such as BYTE Magazine with “Imagination Machine” spelled out in rainbow-colored letters and the console flying through space like the Millennium Falcon, its cultural contemporary. The tagline read: “Your life will never be the same.” It retailed for $599 (about $2,000 in 2018).
SHORT CIRCUIT
When APF brought in Ed Smith to create the Imagination Machine in 1977, personal computing and home video gaming were developing at a breakneck pace. By 1978, so many different companies were doing their own thing that engineers struggled to keep up. Smith’s employers needed to release a machine that stood out, that’d be APF’s stake in this wide, wild field that evolved faster than anyone anticipated.
But just before APF released the Imagination Machine with a built-in cassette deck, Apple released a 5¼-inch floppy disk drive designed by Steve Wozniak. By the time the Imagination Machine went on sale, it was already obsolete.
While APF eventually sold an external floppy disk drive, it was already too late. The market had gone in another direction. Nobody wanted a computer with a cassette drive or a video game console sitting right on top of it any more.
“APF had every opportunity to become the type of company Apple was,” Smith says. “We just missed the market. I think that’s the legacy of that entire business.”
APF suffered from not only obsolete technology but also a home video game market that crashed in epic fashion just a few years after it came on the scene. Over a two-year period, revenues dropped from more than $3 billion in 1981 to less than $100 million in 1983, a loss of nearly 97 percent.
Alongside competition from computers, a spate of consoles with noninterchangeable games flooded the market to cause an industry-wide collapse. It didn’t just affect APF. Atari, Coleco, Fairchild, Magnavox and every other home console maker suffered, too. By the time the 8-bit Nintendo came around in 1985, the industry’s power players had shifted from the U.S. to Japan.
“I had to feed my family, and I couldn’t get a job in the video game industry even if I had wanted to,” says Smith. “So by the time the industry had rebounded, I was already on a different path.”
SHORT CIRCUIT
When APF brought in Ed Smith to create the Imagination Machine in 1977, personal computing and home video gaming were developing at a breakneck pace. By 1978, so many different companies were doing their own thing that engineers struggled to keep up. Smith’s employers needed to release a machine that stood out, that’d be APF’s stake in this wide, wild field that evolved faster than anyone anticipated.
But just before APF released the Imagination Machine with a built-in cassette deck, Apple released a 5¼-inch floppy disk drive designed by Steve Wozniak. By the time the Imagination Machine went on sale, it was already obsolete.
While APF eventually sold an external floppy disk drive, it was already too late. The market had gone in another direction. Nobody wanted a computer with a cassette drive or a video game console sitting right on top of it any more.
“APF had every opportunity to become the type of company Apple was,” Smith says. “We just missed the market. I think that’s the legacy of that entire business.”
APF suffered from not only obsolete technology but also a home video game market that crashed in epic fashion just a few years after it came on the scene. Over a two-year period, revenues dropped from more than $3 billion in 1981 to less than $100 million in 1983, a loss of nearly 97 percent.
Alongside competition from computers, a spate of consoles with noninterchangeable games flooded the market to cause an industry-wide collapse. It didn’t just affect APF. Atari, Coleco, Fairchild, Magnavox and every other home console maker suffered, too. By the time the 8-bit Nintendo came around in 1985, the industry’s power players had shifted from the U.S. to Japan.
“I had to feed my family, and I couldn’t get a job in the video game industry even if I had wanted to,” says Smith. “So by the time the industry had rebounded, I was already on a different path.”
SHORT
CIRCUIT
When APF brought in Ed Smith to create the Imagination Machine in 1977, personal computing and home video gaming were developing at a breakneck pace. By 1978, so many different companies were doing their own thing that engineers struggled to keep up. Smith’s employers needed to release a machine that stood out, that’d be APF’s stake in this wide, wild field that evolved faster than anyone anticipated.
But just before APF released the Imagination Machine with a built-in cassette deck, Apple released a 5¼-inch floppy disk drive designed by Steve Wozniak. By the time the Imagination Machine went on sale, it was already obsolete.
While APF eventually sold an external floppy disk drive, it was already too late. The market had gone in another direction. Nobody wanted a computer with a cassette drive or a video game console sitting right on top of it any more.
“APF had every opportunity to become the type of company Apple was,” Smith says. “We just missed the market. I think that’s the legacy of that entire business.”
APF suffered from not only obsolete technology but also a home video game market that crashed in epic fashion just a few years after it came on the scene. Over a two-year period, revenues dropped from more than $3 billion in 1981 to less than $100 million in 1983, a loss of nearly 97 percent.
Alongside competition from computers, a spate of consoles with noninterchangeable games flooded the market to cause an industry-wide collapse. It didn’t just affect APF. Atari, Coleco, Fairchild, Magnavox and every other home console maker suffered, too. By the time the 8-bit Nintendo came around in 1985, the industry’s power players had shifted from the U.S. to Japan.
“I had to feed my family, and I couldn’t get a job in the video game industry even if I had wanted to,” says Smith. “So by the time the industry had rebounded, I was already on a different path.”
PLAY YOUR OWN GAME
For his first computer, 14-year-old Larry Greenfield in Orange County, Calif., knew exactly what he wanted. He subscribed to Popular Science magazine and had seen ads for a reasonably priced personal computer. It had two joysticks and a built-in cassette deck. He could use it to program in BASIC. He’d saved a sizeable amount of birthday money and begged his parents to let him buy it. He was dying to get his hands on it. But it wasn’t an Imagination Machine.
The ads he’d seen were from a liquidator called Protecto Enterprizes. They were selling an Interact Model One home computer, an early personal computer that was released in 1978. But when young Larry ordered his Model One, Protecto told him they were sold out and offered him a similar product instead: the APF Imagination Machine. He owned an APF calculator but had no idea the company also made computers. He took it.
Greenfield is now a freelance violinist living on the West Coast, making music for film and television. (He can be heard in the original “Toy Story” and the recently released “Coco.”) All these years later, he still remembers when his computer arrived just before Christmas in 1980. He had been waiting all day for it to be delivered when it finally came late at night.
As it turned out, Greenfield’s new computer was way better than the Model One. Though they had similar memory, the Imagination Machine was quicker for programming in BASIC. The Imagination Machine also had the only cassette system he’d ever seen that could use tapes for both storing data and recording audio. That meant Greenfield could record notes for himself on a cassette — such as a reminder for where he’d left off in whatever piece of code he was programming — while the tape saved his code like a flash drive. It also used keyboard shortcuts to save memory, an invaluable feature for a computer that supported just 9 kilobytes of memory instead of the 8 gigabytes that now come standard with many laptops — an increase of more than 900,000 percent.
Greenfield put together a website dedicated to the Imagination Machine about 10 years ago. On his site, you can hear the opening audio segment for “Space Destroyer,” the game Greenfield most fondly remembers playing and enjoying, which came on a tape. (Games made for the Imagination Machine could come in either cartridge or cassette format.) The voice is deep and dramatic, mimicking the voiceover for an old B-movie trailer:
For all of you who dreamed of battling and conquering the unknown, APF presents “Space Destroyer,” a computerized intergalactical game that pits your strategy and skill against an ominous force. … In the never-ending battle of us versus them, this is the ultimate space fight. Score well.
“The guys at APF decided to make it really cool,” says Greenfield.
While Greenfield didn’t like many of the other games for his console, he spent a lot of time using his Imagination Machine to program his own games, such as a digital version of “Clue” and a stock market simulator.
“I didn’t know anything about the stock market, so it wasn’t realistic,” he says. “But, hey, you could buy stocks, and then it would randomly go up and down, and you could sell and merge. Really simple games like that.”
Ed Smith with his Imagination Machine in 1981.
RARE SIGHTINGS
In his childhood living room, Greenfield kept his Imagination Machine on the coffee table and hooked it up to the family’s color television. Sitting on the carpet to operate it, little Larry was the only one in the family who cared about the technological marvel. When the family had company, the Imagination Machine went back in its box and into a closet.
At a time when personal computers were still very much experimental, the Imagination Machine was unique.
“It was like a Tinkertoy or a set of Legos. It was meant for building and experimenting and playing with,” Greenfield says. “It was such a part of my life, and nobody really knows anything about it. If you search for old 8-bit computers, you won’t find another machine that looks like the APF. Even in the early days of the Web, there’d be tons of stuff on the Commodore 64 and 128 and the Atari. But with APF, people are like: ‘Huh? What’s that?’”
The young Greenfield used his beloved Imagination Machine for about three years before selling it to help pay for a RadioShack TRS-80, one of the earliest mass-produced personal computers.
“I was really sad to see it go,” he says. “Unfortunately, like everything that comes out, there was a time and place for it.”
Video game historian Benj Edwards is the editor-in-chief of Vintage Computing and Gaming magazine.
“The Imagination Machine is mostly a lost, underrated personal computer because it didn’t sell well, and few people have heard of it,” Edwards says. “It didn’t get the attention of an Apple II, which had public champions. The Imagination Machine got overshadowed.”
Though Edwards wrote a definitive article on Smith’s invention and maintains a private collection of vintage consoles, the Imagination Machine is so rare he’s never seen one in person.
Even Ed Smith doesn’t own an Imagination Machine these days. In fact, he’s long wanted to donate one to the Computer History Museum in Mountain View, Calif., home of the largest collection of computing artifacts in the world, but hasn’t been able to acquire one. Now 63 years old, Smith has been in the computer business, and out of the video game business, for 35 years. But he and Edwards will both have a chance to see one if they visit Georgia State.
Kathy Scott found the Imagination Machine she donated to the university on shopgoodwill.com, an online auction website. She liked its name but didn’t know anything else about the strange product. When she searched for it online, she realized it was a rare item but couldn’t find much more.
“I thought I had discovered something spectacular,” says Scott, “and nobody knew what it was.”
The Imagination Machine reminded Scott of her daughter, Chloe, a computer science student at Georgia State with an assistantship at CMII and a passion for virtual reality (VR) technology. (Chloe’s dream is to create VR programs that help people recover from mental illness.) Always on the lookout for unique, personalized gifts, Scott originally bought the computer for Chloe.
“When my mom got it, I had no idea what it was, and I’m not sure she did either,” Chloe says. “She just kept saying it was a ‘big deal,’ which has proved to be true.”
While the two liked the idea of keeping the machine, they agreed it would contribute more if it were made available to the public. With its mission to promote invention and ingenuity, CMII supplied the perfect setting to make the Imagination Machine available for everyone’s viewing.
“It was a really cool idea, and it’s amazing we have an artifact like this at Georgia State,” Chloe says.
The Imagination Machine now lives at the new CMII just down the hall from where students are training to become creative minds of the future. One hopes newfound interest in the Imagination Machine — and the brilliant mind from Brooklyn behind it — can help Smith inspire the next generation of engineers to great feats of innovation.
As Smith says, “I’m not done yet.”
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“I thought I had discovered something spectacular,” says Scott, “and nobody knew what it was.”
The Imagination Machine reminded Scott of her daughter, Chloe, a computer science student at Georgia State with an assistantship at CMII and a passion for virtual reality (VR) technology. (Chloe’s dream is to create VR programs that help people recover from mental illness.) Always on the lookout for unique, personalized gifts, Scott originally bought the computer for Chloe.
“When my mom got it, I had no idea what it was, and I’m not sure she did either,” Chloe says. “She just kept saying it was a ‘big deal,’ which has proved to be true.”
While the two liked the idea of keeping the machine, they agreed it would contribute more if it were made available to the public. With its mission to promote invention and ingenuity, CMII supplied the perfect setting to make the Imagination Machine available for everyone’s viewing.
“It was a really cool idea, and it’s amazing we have an artifact like this at Georgia State,” Chloe says.
The Imagination Machine now lives at the new CMII just down the hall from where students are training to become creative minds of the future. One hopes newfound interest in the Imagination Machine — and the brilliant mind from Brooklyn behind it — can help Smith inspire the next generation of engineers to great feats of innovation.
As Smith says, “I’m not done yet.”
Animation and 3-D illustration by William Davis (B.A. ’11)
Photo courtesy of Ed Smith