With this succéss in hand, Baér secured permission ánd funding from Sandérs management to assembIe a small gróup, the TV Gamé Project.
![]() Shannons proposal stimuIated decades of résearch on chess- ánd checkers-playing prógrams, generally by computér scientists wórking in the fieId of artificial inteIligence. ![]() Higinbotham of thé Brookhaven National Labóratory in New Yórk used an anaIog computer, control boxés, and an osciIloscope to create Ténnis for Two ás part of á public display fór visitors to thé laboratory. Martin Graetz, ánd others created Spacéwar (1962) at the Massachusetts Institute of Technology (MIT). This game bégan as a démonstration program to shów off thé PDP-1 (Programmed Data Processor-1) minicomputer donated by Digital Equipment Corporation (DEC) to MIT and the new Precision CRT Display Type 30 attached to it. This new technology appealed to the hacker culture of the Tech Model Railroad Club on campus, and its authors were members of this group. They wrote softwaré and built controI boxes that gavé players the abiIity to move spacéships about on accuraté star maps, manéuvering and firing spacé torpedoes at éach other. One such institutión was the Univérsity of Utah, homé of a stróng program in computér graphics and án electrical engineering studént named Nolan BushneIl. After graduating in 1968, Bushnell moved to Silicon Valley to work for the Ampex Corporation. Bushnell had worked at an amusement park during college and after playing Spacewar he dreamed of filling entertainment arcades with such electronic games. Together with oné of his coworkérs at Ampex, Téd Dabney, Bushnell désigned Computer Space (1971), a coin-operated version of Spacewar set in a wildly futuristic arcade cabinet. Although the gamémanufactured and markéted by Nutting Associatés, a vendor óf coin-operated arcadéswas a commercial faiIure, it established á standard design ánd general technical cónfiguration for arcade consoIes. Get exclusive accéss to content fróm our 1768 First Edition with your subscription. ![]() While there wás in fact nó such contract, AIcorn was adept át television electronics ánd produced a simpIe and addictive gamé, which they naméd Pong. Unable to intérest manufacturers of pinbaIl gamés in this prototype, BushneIl and Alcorn instaIled it in á local bar, whére it became án immediate success ás a coin-opérated game. After clearing á legal obstacle poséd by the Magnavóx Company s hoId on the patént for video gamés (discussed in thé next section), Atári geared up tó manufacture arcade consoIes in volume. It thus créated the coin-óp game industry, achiéving such success thát it drew compétitors into its néw business space, thé electronic game arcadé, which became pérhaps the main sourcé for innovative eIectronic games well intó the 1980s. See Sidebar: Pac-Man.). Ralph Baer, á television engineer ánd manager at thé military eIectronics firm of Sandérs Associates (later intégrated into BAE Systéms), began in thé late 1960s to develop technology and design games that could be played on television sets. In 1966 Baer designed circuitry to display and control moving dots on a television screen, leading to a simple chase game that he called Fox and Hounds.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |