The Video Game History Foundation’s Directors Discuss Its Library and the Acquisition of Computer Entertainer

Last week the Video Game History Foundation announced that it had acquired the full archives of the 1980s game publication Computer Entertainer and would be making them available through the Digital Archive of the Foundation’s library. The news was widely celebrated by the games media (including us here at Endless Mode) and everybody interested in the study and preservation of gaming history, and further validated the work done by the esteemed non-profit organization, its founder Frank Cifaldi, and its Library Director Phil Salvador. And although Cifaldi briefly explained the significance of Computer Entertainer in the official press release, one big question remained for most of the sites that covered the news and for their readers: what exactly is (or was) Computer Entertainer, and why is it important?
In that press release, Cifaldi hit the major bullet points. Computer Entertainer was a newsletter published between 1982 and 1990 by a Los Angeles-based mail-order retailer called Video Take-Out. The store was owned by sisters Celeste Dolan and Marylou Badeaux (who also headed up special projects at Warner Bros. Records for years), making Entertainer one of the very few gaming publications edited and published by women. And it wrote about console games extensively throughout the decade, before, during, and after the industry crash at the middle of the ‘80s, which no other video game magazine can claim. As Cifaldi and Salvador point out, Computer Entertainer is essentially the only American publication that covered the release of the Nintendo Entertainment System in 1985, from pre-release rumors through the first English reviews of games like Super Mario Bros. It’s a real-time, primary source for the foundational decade of the American video game industry, and there’s really nothing else like it. And now anybody can browse, search, and download its full run through a Creative Commons license, thanks to the VGHF.
To get a fuller, more informed understanding of Computer Entertainer and its importance, Endless Mode recently talked to Cifaldi and Salvador about the newsletter, the unique role it served in the mid ‘80s, and how the VGHF digitizing the Entertainer archives will benefit the study of gaming history. We also touched on the VGHF’s broader mission, and how anybody with a passion for gaming history can help preserve it. And although we’ve touched it up a bit, we’re running the transcript of the whole half-hour call, so get ready for a long one.
Endless Mode: So you’ve acquired the archives of Computer Entertainer. For people who aren’t familiar with Computer Entertainer, what should they know about it? Why is this a big deal?
Frank Cifaldi: Computer Entertainer was a monthly black and white newsletter that was run out of Southern California by a company called Video Take-Out. This is a company that did mail order, VHS tapes and games and stuff like that, I think, literally out of a garage. And they started a newsletter, essentially to inform their customers about games that were coming out and what they thought of them, and whether they thought they were good, and stuff like that. And so it didn’t come from a traditional video game magazine background, or even magazine background. It came from two sisters who were selling games and wanted to make sure that what they were selling to people, that their customers were informed. Essentially, it is really remarkable, more in retrospect than when it was alive, in that it was a monthly document of the video game industry throughout essentially the entirety of the ‘80s, which is, to our knowledge, completely unique, at least in the US. They covered console games from 1982 through 1990, and no one else can claim having done that. They were one of the very few outlets, and absolutely the only American video game-focused outlet, that was covering the industry during its most sort of nascent period, and in the mid ‘80s, after the video game crash, which sort of pooped in all the Cheerios, there just wasn’t really much of a video game industry left to talk about. So that has the remarkable effect of this being essentially the only US publication that was covering the launch of the Nintendo, which happened 40 years ago this year. So that means that they’re essentially the only people reviewing very important products like the original Super Mario Brothers, the original Legend of Zelda, stuff like that. The, you know, the reemergence of the video game market as it was happening. So it’s a really remarkable historical document. And that’s not even getting into the fact that, again, two sisters running a video game magazine is not a thing other than here, and also that, I think Marylou Badeaux’s story is very interesting in that her day job, on top of running a mail order business and a video game magazine, was that she managed prints at Warner Brothers. I think that’s crazy.
Phil Salvador: One thing I do want to add to that too is that in the United States, there were still magazines around other types of electronic games. But back in the ‘80s, video games, arcade games and computer games were often seen as their own markets. So you had magazines like RePlay Magazine and Play Meter that covered arcade games. Still, you had magazines like Computer Gaming World in the US that continued covering computer games, and occasionally, some of these magazines would pop in and say, Hey, what’s going on with the console game space? So you did see occasional coverage of what was happening there, but that sort of moment-to-moment coverage of how the industry was evolving is something that’s exceptionally rare. There was an issue of Computer Entertainer where they surveyed the readers about what content they wanted to see, and they got a lot of responses saying they wanted to see more console game coverage. They actually disclosed something to the effect of, if you don’t see console game coverage in an issue, it’s because there were no games to cover. And despite that, they were continuing to publish 16 pages every month for their customers, which, again, was mainly about computer games. That’s why they changed their name from the Video Game Update to Computer Entertainer. But as Frank said, that kind of in-the-moment of what was happening… you know, you can find other people who maybe were reporting on the Nintendo Entertainment System a year or two after it came out. This is the only publication we know of that reported, “hey, Nintendo is considering releasing a new game console in the United States.” That’s one of the things that makes this coverage really unique.
Frank Cifaldi: I’m going to nitpick very slightly and say Electronic Games also said it, but it was like half a paragraph, and that was it. They never talked about it again, and then they went under but, but just for your edification, Phil.

Frank Cifaldi and Phil Salvador
EM: What was the general newspaper coverage of the Nintendo Entertainment System like? Was there newspaper coverage? Was it just in the business page? Was there any sort of cultural writing at the time?
Frank Cifaldi: I can answer that very extensively. It can fill the whole call. But so when the Nintendo Entertainment System launched in 1985 it was a limited region launch. It was around the New York City area, and the coverage of the launch is not something that really made a lot of outlets. I should say that, yes, while this newsletter is the only sort of consistent thing, there were still a couple weekly columns, or biweekly columns, that ran in newspapers that looked at video games. Just not very extensively, because it was just one column, right? Like Ed Semrad comes to mind, who went on to edit Electronic Gaming Monthly later on. And then there was “The Vid Kid,” another weekly outlet where it was like, “Look at this 14-year-old that’s reviewing games.” But you know, the coverage outside of that, honestly, is basically non-existent in any kind of consumer facing way. And most of the coverage that you see, which again, is very rare, tends to be more in, like, consumer electronics trade magazines, like things aimed at people running stores, toy industry trade magazines, that sort of thing, so all the coverage tends to be that. There’s no, you know, “cultural” writing around it, to answer that question. That’s kind of what we’re getting at. That wasn’t a thing in that time, right? Like, other than the occasional rare newspaper columnist and this thing, the Computer Entertainer, there’s not a lot of cultural or even critical writing about video games during what I’ve been referring to as, sort of, the Dark Ages for the American video game industry.
Phil Salvador: I think it’s also important that even though there is theoretically a date when a product came to market, there wasn’t a launch for this kind of thing in the same way that there is for, you know, games nowadays, like the midnight release for the Nintendo Switch. This had a test market, it was slowly rolled out. If you look at Computer Entertainer, they acknowledge that “the NES is rolling out into this market test in the fall.” They didn’t review Super Mario Bros. until maybe half a year later. So it was the kind of thing where it wasn’t like Nintendo put out a press kit for everyone announcing their product was now available. It kind of gradually came out, because there wasn’t that type of building anticipation market. You know, marketing for video games, there wasn’t Mortal Monday yet, so having this sort of persistent “here’s this as it’s going coverage” is where you saw something like the NES getting covered, which is what Computer Entertainer was.