Mainframe computer games 's 1976 game
Colossal Cave Adventure. In the 1960s, a number of computer games were created for mainframe and
minicomputer systems, but these failed to achieve wide distribution due to the continuing scarcity of computer resources, a lack of sufficiently trained programmers interested in crafting entertainment products, and the difficulty in transferring programs between computers in different geographic areas. By the end of the 1970s, however, the situation had changed drastically. The BASIC and
C high-level
programming languages were widely adopted during the decade, which were more accessible than earlier more technical languages such as
FORTRAN and
COBOL, opening up computer game creation to a larger base of users. With the advent of
time-sharing, which allowed the resources of a single mainframe to be parceled out among multiple users connected to the machine by terminals, computer access was no longer limited to a handful of individuals at an institution, creating more opportunities for students to create their own games. Furthermore, the widespread adoption of the
PDP-10, released by
Digital Equipment Corporation (DEC) in 1966, and the portable
UNIX operating system, developed at
Bell Labs in 1971 and released generally in 1973, created common programming environments across the country that reduced the difficulty of sharing programs between institutions. Finally, the founding of the first magazines dedicated to computing like
Creative Computing (1974), the publication of the earliest program compilation books like
101 BASIC Computer Games (1973), and the spread of wide-area networks such as the
ARPANET allowed programs to be shared more easily across great distances. As a result, many of the mainframe games created by college students in the 1970s influenced subsequent developments in the video game industry in ways that,
Spacewar! aside, the games of the 1960s did not. In the arcade and on home consoles, fast-paced action and
real-time gameplay were the norm in genres like
racing and
target shooting. On the mainframe, however, such games were generally not possible due both to the lack of adequate displays (many computer terminals continued to rely on
teletypes rather than monitors well into the 1970s and even most CRT terminals could only render character-based graphics) and insufficient processing power and memory to update game elements in real time. While 1970s mainframes were more powerful than arcade and console hardware of the period, the need to parcel out computing resources to dozens of simultaneous users via time-sharing significantly hampered their abilities. Thus, programmers of mainframe games focused on strategy and puzzle-solving mechanics over pure action. Notable games of the period include the tactical combat game
Star Trek (1971) by
Mike Mayfield, the
hide-and-seek game
Hunt the Wumpus (1972) by
Gregory Yob, and the strategic war game
Empire (1977) by
Walter Bright. Perhaps the most significant game of the period was
Colossal Cave Adventure (or simply
Adventure), created in 1976 by
Will Crowther by combining his passion for caving with concepts from the newly released tabletop role-playing game (RPG)
Dungeons & Dragons (D&D). Expanded by
Don Woods in 1977 with an emphasis on the high fantasy of
J.R.R. Tolkien,
Adventure established a new genre based around exploration and inventory-based puzzle solving that made the transition to personal computers in the late 1970s. While most games were created on hardware of limited graphic ability, one computer able to host more impressive games was the
PLATO system developed at the
University of Illinois. Intended as an educational computer, the system connected hundreds of users all over the United States via remote terminals that featured high-quality
plasma displays and allowed users to interact with each other in real time. This allowed the system to host an impressive array of graphical and/or multiplayer games, including some of the earliest known computer RPGs, which were primarily derived, like
Adventure, from
D&D, but unlike that game placed a greater emphasis on combat and character progression than puzzle solving. Starting with top-down
dungeon crawls like
The Dungeon (1975) and
The Game of Dungeons (1975), more commonly referred to today by their filenames,
pedit5 and
dnd, PLATO RPGs soon transitioned to a first-person perspective with games like
Moria (1975),
Oubliette (1977), and
Avatar (1979), which often allowed multiple players to join forces to battle monsters and complete quests together. Like
Adventure, these games ultimately inspired some of the earliest personal computer games.
The first arcade video games and home consoles , the first home console The modern video game industry grew out of the concurrent development of the first
arcade video game and the first
home video game console in the early 1970s in the United States. The arcade video game industry grew out of the pre-existing
arcade game industry, which was previously dominated by
electro-mechanical games (EM games). Following the arrival of
Sega's EM game
Periscope (1966), the arcade industry was experiencing a "technological renaissance" driven by "audio-visual" EM novelty games, establishing the arcades as a healthy environment for the introduction of commercial video games in the early 1970s. In the late 1960s, a college student
Nolan Bushnell had a part-time job at an arcade where he became familiar with EM games, watching customers play and helping to maintain the machinery while learning how it worked and developing his understanding of how the game business operates. In 1966, while working at
Sanders Associates,
Ralph Baer came up with an idea for an entertainment device that could be hooked up to a television monitor. Presenting this to his superiors at Sanders and getting their approval, he, along with William Harrison and William Rusch, refined Baer's concept into the "Brown Box" prototype of a
home video game console that could play a simple table tennis game. The three patented the technology, and Sanders, not in the commercialization business, sold licenses to the patents to
Magnavox to commercialize. With Baer's help, Magnavox developed the
Magnavox Odyssey, the first commercial home console, in 1972. '' was the first
arcade video game to ever receive universal acclaim. Concurrently, Nolan Bushnell and
Ted Dabney had the idea of making a coin-operated system to run
Spacewar! By 1971, the two had developed
Computer Space with
Nutting Associates, the first arcade video game. Bushnell and Dabney struck out on their own and formed
Atari. Bushnell, inspired by the
table tennis game on the Odyssey, hired
Allan Alcorn to develop an arcade version of the game, this time using discrete
transistor–transistor logic (TTL) electronic circuitry. Atari's
Pong was released in late 1972 and is considered the first successful arcade video game. It ignited the growth of the arcade game industry in the United States from both established coin-operated game manufacturers like
Williams, Chicago Coin, and the
Midway subsidiary of
Bally Manufacturing, and new startups such as Ramtek and
Allied Leisure. Many of these were
Pong clones using ball-and-paddle controls, and led to saturation of the market in 1974, forcing arcade game makers to try to innovate new games in 1975. Many of the newer companies created in the wake of
Pong failed to innovate on their own and shut down, and by the end of 1975, the arcade market had fallen by about 50% based on new game sale revenues. Further, Magnavox took Atari and several other of these arcade game makers to court over violations of Baer's patents. Bushnell settled the suit for Atari, gaining perpetual rights for the patents for Atari as part of the settlement. Others failed to settle, and Magnavox won around in damages from these patent infringement suits before the patents expired in 1990. Arcade video games caught on quickly in Japan due to partnerships between American and Japanese corporations that kept the Japan companies abreast of technology developments within the United States. The
Nakamura Amusement Machine Manufacturing Company (Namco) partnered with Atari to import
Pong into Japan in late 1973. Within the year,
Taito and
Sega released
Pong clones in Japan by mid-1973. Japanese companies began developing novel games and exporting or licensing them through partners in 1974. Among these included Taito's
Gun Fight (originally
Western Gun in its Japanese release), which was licensed to Midway. Midway's version, released in 1975, was the first arcade video game to use a
microprocessor rather than discrete TTL components. This innovation drastically reduced the complexity and time to design of arcade games and the number of physical components required to achieve more advanced gameplay.
The dedicated console market (pictured) over-saturated the market in the late 1970s. The Magnavox Odyssey never caught on with the public, due largely to the limited functionality of its primitive discrete electronic component technology.
Space Invaders was an immediate success in Japan, with some arcades created solely for
Space Invaders machines. playing
Defender aboard a naval ship in 1982
Space Invaders led off what is considered to be the golden age of arcade games which lasted from 1978 to 1982. Several influential and best-selling arcade games were released during this period from Atari, Namco, Taito, Williams, and Nintendo, including
Asteroids (1979),
Galaxian (1979),
Defender (1980),
Missile Command (1980),
Tempest (1981), and
Galaga (1981).
Pac-Man, released in 1980, became a
popular culture icon, and a new wave of games appeared that focused on identifiable characters and alternate mechanics such as navigating a maze or traversing a series of platforms. Aside from
Pac-Man and its sequel,
Ms. Pac-Man (1982), the most popular games in this vein during the golden age were
Donkey Kong (1981) and
Q*bert (1982). According to trade publication
Vending Times, revenues generated by coin-operated video games on location in the United States jumped from $308 million in 1978 to $968 million in 1979 to $2.8 billion in 1980. As
Pac Man ignited an even larger video game craze and attracted more female players to arcades, revenues jumped again to $4.9 billion in 1981. According to trade publication
Play Meter, by July 1982, total coin-op collections peaked at $8.9 billion, of which $7.7 billion came from video games.
Introduction of cartridge-based home consoles home console system with an assortment of
ROM cartridges Development costs of dedicated game hardware for arcade and home consoles based on discrete component circuitry and
application-specific integrated circuits (ASICs) with only limited consumer lifespans drove engineers to find alternatives. Microprocessors had dropped far enough in price by 1975 to make these a viable option for developing programmable consoles that could load in game software from a form of swappable media. The
Fairchild Channel F by
Fairchild Camera and Instrument was released in 1976. It is the first home console to use programmable
ROM cartridges - allowing players to swap games - as well as being the first home console to use a microprocessor which reads instructions from the ROM cartridge. Atari and Magnavox followed suit in 1977 and 1978, respectively, with the release of the
Atari Video Computer System (VCS, later known as the Atari 2600) and the
Magnavox Odyssey 2, both systems also introducing the use of cartridges. As to complete the Atari VCS quickly, Bushnell sold Atari to
Warner Communications , providing the necessary cash infusion to complete the system's design by the end of 1977. However, there was still newfound interest in video games, and new players were drawn to the market, such as
Mattel Electronics with the
Intellivision. Atari's consumer sales almost doubled from $119 million to nearly $204 million in 1980 and then exploded to over $841 million in 1981, while sales across the entire video game industry in the United States rose from $185.7 million in 1979 to just over $1 billion in 1981. Through a combination of conversions of its own arcade games like
Missile Command and
Asteroids and licensed conversions like
Defender, Atari took a commanding lead in the industry, with an estimated 65% market share of the worldwide industry by dollar volume by 1981. Mattel settled into second place with roughly 15%-20% of the market, while Magnavox ran a distant third, and Fairchild exited the market entirely in 1979. Atari's policies drove four of the company's programmers, David Crane, Larry Kaplan, Alan Miller, and Bob Whitehead, to resign and form their own company
Activision in 1979, using their knowledge of developing for the Atari VCS to make and publish their own games. Atari sued to stop Activision's activities, but the companies settled out of court, with Activision agreeing to pay a portion of their game sales as a license fee to Atari. Another group of Atari and Mattel developers left and formed
Imagic in 1981, following Activision's model. Atari's dominance of the market was challenged by Coleco's
ColecoVision in 1982. As
Space Invaders had done for the Atari VCS, Coleco developed a licensed version of Nintendo's arcade hit
Donkey Kong as a bundled game with the system. While the Colecovision only had 17% of the hardware market in 1982 compared to the Atari VCS' share of 58%, it outsold Atari's newer console, the
Atari 5200. and first cartridge fantasy-themed game. Activision's
Pitfall!, beside being one of the more successful third-party games, also established the foundation of side-scrolling
platform games.
Utopia for the Intellivision was the first
city-building game and considered one of the first
real-time strategy games.
Early hobbyist computer games ,
Apple II, and
TRS-80 The fruit of retail development in early video games appeared mainly in video arcades and home consoles, but at the same time, there was a growing market in
home computers. Such home computers were initially a hobbyist activity, with
minicomputers such as the
Altair 8800 and the
IMSAI 8080 released in the early 1970s. Groups like the
Homebrew Computer Club in Menlo Park, California envisioned how to create new hardware and software from these minicomputer systems that could eventually reach the home market. Affordable home computers began appearing in the late 1970s with the arrival of the "1977 Trinity": the
Commodore PET, the
Apple II, and the
TRS-80. Most shipped with a variety of pre-made games as well as the
BASIC programming language, allowing their owners to program simple games.
Hobbyist groups for the new computers soon formed and
PC game software followed. Soon many of these games—at first clones of mainframe classics such as
Star Trek, and then later ports or clones of popular arcade games such as
Space Invaders,
Frogger,
Pac-Man (see
Pac-Man clones) and
Donkey Kong—were being distributed through a variety of channels, such as printing the game's
source code in books (such as David Ahl's
BASIC Computer Games), magazines (
Electronic Games and
Creative Computing), and newsletters, which allowed users to
type in the code for themselves. Whereas hobbyist programming in the United States was seen as a pastime while more players flocked to video game consoles, such "bedroom coders" in the
United Kingdom and other parts of Europe looked for ways to profit from their work. Programmers distributed their works through the physical mailing and selling of floppy disks, cassette tapes, and
ROM cartridges. Soon a small
cottage industry was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops or sent through the mail. The first graphical adventure games from
Sierra On-Line such as
Mystery House, using simple graphics alongside text, also emerged around the same time.
Rogue, the namesake of the
roguelike genre, was developed in 1980 by
Glenn Wichman and Michael Toy who wanted a way to randomize the gameplay of
Colossal Cave Adventure.
First handheld LED/VFD/LCD games Handheld electronic games, using all computerized components but typically using
LED or
VFD lights for display, first emerged in the early 1970s.
LCD displays became inexpensive for consumer products by the mid-1970s and replaced LED and VFD in such games, due to their lower power usage and smaller size. Most of these games were limited to a single game due to the simplicity of the display. Companies like
Mattel Electronics,
Coleco,
Entex Industries,
Bandai, and
Tomy made numerous electronics games over the 1970s and early 1980s. Coupled with inexpensive microprocessors, handheld electronic games paved the way for the earliest handheld video game systems by the late 1970s. In 1979,
Milton Bradley Company released the first handheld system using interchangeable cartridges,
Microvision, which used a built-in
LCD matrix screen. While the handheld received modest success in its first year of production, the lack of games, screen size and video game crash of 1983 brought about the system's quick demise. In 1980, Nintendo released the first of its
Game & Watch line,
handheld electronic games using LCD screens. Game & Watch spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game & Watch games or adaptations of popular arcade games.
Tiger Electronics borrowed this concept of videogaming with cheap, affordable handhelds and still produces games on this model to the present day. ==1980s==