Read an exclusive excerpt from Daryl Baxter’s new book, 50 Years of Boss Fights: Video Game Legends.

By Rob Leane

Published: Wednesday, 26 June 2024 at 13:12 PM


Intro by Rob Leane, RadioTimes.com gaming editor: “When I first read Daryl Baxter’s new book, 50 Years of Boss Fights: Video Game Legends, its first chapter made a real impression on me. Rather than simply kicking things off with an obvious gaming boss like Bowser or Dr Robotnik, Baxter went all the way back to 1974 to get exclusive insight from the makers of gaming’s first ever boss. It’s from a game that younger readers may not have heard of, but it sent massive ramifications into the nascent gaming industry of the time, and its impact is still being felt today. In fact, it feels quite fun to be talking about this at the same time that present-day players are diving into Elden Ring’s Shadow of the Erdtree DLC, which you could call the pinnacle of boss battles (certainly in terms of difficulty, at least). The book goes on to touch on loads of memorable bosses from the decades that followed the idea’s inception, charting a progression from 1974 to 2024, one gruelling encounter at a time, with heaps of insight from the ingenious creators of the bosses. Read on to discover that first chapter for yourself!”

 

 

50 Years of Boss Fights by Daryl Baxter (White Owl, RRP £22) Available at www.pen-and-sword.co.uk

The cover art for the new book 50 Years of Boss Fights: Video Game Legends, written by Daryl Baxter, showing the book's title against a purple background. Bowser, Dr Robotnik and Metal Gear REX.

In order to look at the memorable bosses in gaming, we need to look back at what is considered the first ever boss in a video game, while having its two creators tell the story of how it came to be.

In 1974, two individuals created a game inspired by Dungeons & Dragons, the massively popular tabletop role-playing game, with this virtual version able to be played on a PLATO computer system.

This game, known as simply DND, housed an event for the player that made them face a dragon — this was to unofficially be the first boss in a game, ever.

The game is in orange and black, a standard for the PLATO operating system, and there would be no music — this would be where your imagination would kick into action, helping you to form the sounds and images of just what this Golden Dragon would do once you approached it for battle.

Gary Whisenhunt and Ray Wood first met as students, in a library at Southern Illinois University back in 1974, and both remember it clearly.

A PC screenshot, yellow text on a black screen. The title reads, 'The Game of Dungeons'.
An actual screenshot from the game’s welcome screen.
Gary Whisenhunt and Ray Wood

Wood kicks the story off for us, saying, “To go all the way back: there was a PLATO terminal on the first floor of Morris Library at SIU in Carbondale. One day, I looked in and there were a bunch of students huddled around it… probably six or so.

“So, I got permission to use the system and log on, and I began playing around with it. The room was about eight by eight metres. In order to see the screen, the lights were turned off.

“You could only sign up for one hour a day. Whenever you used the terminal, two or three or more people would show up and sit in the room with you. Sometimes we would just shoot the s**t, or just talk about the programmes. There was a group of maybe 10 people who regularly used PLATO, so we got to know each other.

“There were some games on it… MoonWar, Dogfight, and a few others. The PLATO rules were that you could only play games during ‘non-business’ hours — which was after 7pm and before 7am Monday through Friday. Also, games were given a low priority… so, users playing games were the first ones kicked off the system in times of heavy use.

“For some reason, Gary Whisenhunt and I hit it off, and we developed a friendship, which still continues. I think the reason we get along is because we had interests outside of computers and engineering.

“One day, a new game called PEDIT5 (written by Rusty Rutherford) became popular. PEDIT5, in modern lingo, is a God’s eye view dungeon crawl.”

Whisenhunt takes over the story now, remembering the very first time he found that fateful computer: “Sometime in the fall of 1973 or the summer of 1974, I discovered the one PLATO terminal at the university. It was housed in the basement of the library — not many people knew of it, and it was more of an interesting oddity than something that was being used for actually teaching anything.

“I was fascinated by it. I had always excelled at Math, but had never actually interacted with a computer — which were pretty rare prior to any type of personal computers existing.

“Beyond that, PLATO was way ahead of its time, and represented what it would take many years for mainstream computing to accomplish — graphical interfaces, multimedia, interactive communication, touch screens, and more.

“I started playing with the PLATO terminal and taught myself how to programme it. The thought of creating a programme was actually kind of exotic at the time.

“The PLATO terminal was housed in a small room and you could sign up for time in one-hour blocks, no more than one hour a day. There were several other students there who were also intrigued by PLATO as well — people would often hang around the room looking for extra free time as I sometimes did. One of those people was Ray Wood. He and I became good friends.

“Of course, given the graphical and interactive nature of the PLATO system, it was a great platform for games. Games were generally frowned upon, especially up at the PLATO home at the University of Illinois. However, the system was perfect for gaming and of course people started writing them.

“Several of us in Southern Illinois University would sometimes play some of these games: Airfight, Empire, etc. Around that time, there was a dungeon game called PEDIT5 which had been created. Ray and I had played that, it was loosely based on similar concepts of the Dungeons & Dragons paper game that had recently come out.

“However, PEDIT5 would occasionally be deleted — games were seen as an illicit use of the PLATO computer in some places. Ray and I had done some PLATO programming before that, but had never written a game — no one at Southern Illinois had ever written a game.

“We decided that we should try and write our own dungeon game, and we were pretty sure that it wouldn’t get deleted because the person that oversaw the PLATO terminal really knew nothing about it and it was just something else he was supposed to manage. He’d never even know of its existence.

“So Ray and I set about writing the game. We would meet at different places when we had open times between classes — usually on the steps of the library, weather permitting.

“We would talk about what we wanted to accomplish and how the game would work. Then we would kind of divide up the programming tasks and each spend our allotted time on the one terminal to enter and debug the code.”

A small yellow character with a sword and shield stands against a black screen in this PC screenshot from the game DND.
Games have come a long way!
Gary Whisenhunt and Ray Wood

Wood picks up the thread again here: “The problem with PEDIT5 is that you couldn’t play it during ‘work’ hours. So, all the guys at SIU complained about it. The other thing, which is going to sound crazy to people now, is that the university admins thought games were a waste of valuable computer time, and thus would regularly delete the game from the system. So, it would disappear for weeks at a time.

“Being the devious college students we were, Gary and I became the system administrators for the SIU Plato site. Thus, we were in control of the programming space at SIU. So, no one could delete computer programmes but us.

“Anyway, Gary and I decided we would write our own dungeon crawl. Since we were SysAdmins, the game wouldn’t be deleted, we could play the game during normal hours, and all the guys at SIU could play the game whenever they wanted. So, everyone was happy. So, we started writing a version of PEDIT5.

“PEDIT5 had some severe limitations. The biggest one was that a user couldn’t save a game. If you logged off PLATO or were kicked out of PEDIT5, your game disappeared. You had to restart from the beginning. So, no matter what items you found in the dungeon, they always disappeared in a few hours. None of that seemed particularly fair.”

Wood wants to stress an important point, for the record, at this moment in the story: “Gary and I worked together. DND was a joint creation.”

Wood continues: “Since at SIU we were limited to one hour on PLATO, the first thing Gary and I implemented was a SAVE GAME function so you could return to the game without losing your gold, weapons and levels. This made the game an actual RPG (Role Playing Game). In some ways, the save function made DND the very first real RPG.

“We had some fun with the game, trying to introduce some cheeky humour into it. We even patterned one of the monsters in the dungeon after a particularly obnoxious student.

“In order to programme better, Gary and I would try to sign up for PLATO so that our times were next to each other. That way, we had a block of two hours to work on it together. We usually did it on Saturday morning. We would show up at the library and go to work.

“One Saturday after we finished programming, we decided to go out for a burger at a local greasy spoon. It was next to the train station in downtown Carbondale. They had a couple of pinball machine games there, so we started playing them.

“The pinball machines had a high score function. If you had one of the top 10 scores, you could enter your initials.

“Gary and I started playing. Gary, being the guy with good eye-hand coordination, got a high score. I started playing, and unbelievably, I beat Gary and got the top score. This was the first and only time I ever got a high score on a pinball game. I was, to be honest, pretty excited.

“Gary and I started talking about how neat it would be to have a high score for DND where people could put in their name. But, the question came up, ‘What does a high score mean in a video game?’

“Because DND had a save game function, a person could simply play the game and get a new high score every time s/he played. So, it wouldn’t have any meaning. We said, ‘What if we put an ending on the game, you know, where the game stopped?’ If a player ends the game, then he gets to put his high score up, but his character gets deleted.

“We came up with the idea of the players going into the Elysian Fields, the mythical place where Roman heroes resided after their death.”

Wood highlights a second important point here: “No video game in existence ended other than by the player getting killed or quitting.”