The formulative years of video games consist of basic games that
made use of interactive electronic devices with various display
formats. The earliest example was in 1947, where the idea for a
"
Cathode
Ray Tube Amusement Device" was conceived by
Thomas T. Goldsmith Jr. and Estle Ray Mann. The two filed
for a patent on
January 25,
1947,
which was issued on
December 14,
1948
as U.S. Patent 2455992.
[3]
Inspired by radar displays, it consisted of an analog device
that allowed a user to control a vector drawn dot on the screen
to simulate a missile being fired at targets represented by
drawings fixed to the screen.
[4]
Other examples included the
NIMROD computer at the 1951
Festival of Britain, Alexander S. Douglas's
OXO
for the
EDSAC in 1952,
William Higinbotham's interactive game called
Tennis for Two in 1958, and MIT students Martin Graetz,
Steve Russell, and Wayne Wiitanen's
Spacewar! on a
DEC
PDP-1
computer in 1961. Each game used different means of displaying
the game: NIMROD used a panel of lights to play the game of
Nim,
[5]
OXO used a graphical display to play
tic-tac-toe,
[6]
Tennis for Two used an
oscilloscope to display a side view of a tennis court,
[4]
and
Spacewar! used the
DEC
PDP-1's vector display to have two
spaceships battle each other.
[7]
In 1971,
Computer Space was released and was the first
commercially sold, coin-operated video game. Created by
Nolan Bushnell and
Ted Dabney, it used a standard television and game generated
video signal for display (the game was featured in the 1973
science fiction film
Soylent Green). It was followed in 1972 by the
Magnavox Odyssey, the first home console. Modeled after a
late 1960s prototype console developed by
Ralph H. Baer called the "Brown Box", it also used a
standard television and game generated video signal.[4][8]
These systems were followed by two versions of
Atari's
Pong;
an arcade version in 1972 and a home version in 1975.[9]
The commercial success of the arcade and home console versions
of Pong spawned numerous Pong-clones and caused
other companies to develop their own systems, spawning the
video game industry.[10]