1970-1979 · 22 entries

How a laboratory pastime turned into an industry

Ten years that took games from a university hobby to a business with factories, distributors, imitators and lawyers.

What was happening

Two things had to meet before a business could exist, and they met in 1971. The laboratory tradition supplied a game that people demonstrably wanted to play, and the amusement trade supplied a way to charge for it. Both attempts that year were versions of the same space duel. One was a single hand-built installation in a university student union, paid for out of its builders' own pockets and never replicated. The other was a manufactured cabinet produced in modest numbers for the coin-operated market, and it sold poorly. Its controls asked far too much of a stranger holding a coin, and the lesson that a paying player will not read instructions was learned immediately and permanently.

The correction came a year later from a new California company whose founders had watched that failure closely. A ball, two paddles, a score, no manual. Tested in a tavern and then built in quantity, it worked in exactly the way the coin-operated trade already understood: high turnover, short sessions, and an audience that included people who had never touched such a machine before. Because the distributors, route operators and location owners were all in place, the format spread with startling speed, and so did imitations from nearly every manufacturer in Chicago. It also drew a patent claim from the company that had licensed those earlier television prototypes, which was settled by taking a license.

Getting into the living room took longer and was harder to explain to buyers. The first home system, sold through a television maker's dealer network, came with plastic overlays, plug-in circuit cards, dice and score pads, and it suffered from a widespread and entirely wrong belief that it worked only with that company's television sets. Three years later a dedicated ball-and-paddle box sold through a national department store chain proved the household market was real, at which point the deeper problem became obvious. Dedicated hardware can only ever play what it is wired to play. Interchangeable cartridges and a general-purpose processor answered that, and within a year the industry had copied the idea wholesale.

The microprocessor is the technical hinge of the decade. Before it, a game was a circuit, laid out by hand and impossible to revise cheaply. After it, a game was a set of instructions, and identical hardware could sell an unlimited number of different products. Development got faster, ambitions got larger, and a job appeared that had never had a name outside research laboratories. The same components made small computers possible, and in 1977 three complete machines aimed at ordinary buyers reached American stores at once. Their owners traded programs on cassette tapes through user groups and magazines, building a second software market with no gatekeeper of any kind.

Where the money came from changed too. A media conglomerate bought the leading American company midway through the decade, supplying the capital for cartridge hardware and signalling that entertainment executives now saw games as a category rather than a fad. Machines were everywhere by then: bowling alleys, pizza parlors, laundromats, and the shopping malls of the new suburbs. That visibility brought the first national argument about content, when a driving game that ran over figures on the screen reached network news. Late in the decade an alien-shooting cabinet from Japan tipped the trade's balance eastward, and four programmers who wanted credit for their work invented third-party publishing.

Watch for these as you read

  • coin-op distribution
  • microprocessor adoption
  • ball-and-paddle clones
  • home cartridge libraries
  • first content panic

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Reading depth

8 entries of 22 involving Atari and from 1970-1979

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1970-1979 Entries in order

Atari incorporates and starts building its own cabinets

Rather than hand another design to an outside manufacturer, Nolan Bushnell and Ted Dabney set up their own company in California to engineer, build and sell coin-operated games. Its name came from the board game Go.

Key facts and significance Hide details
Platform
Industry-wide
Region
North America
Period
The 1970s

Why it matters

This was the first company whose entire purpose was making video games, and it set the shape of the business: engineering and manufacturing under one roof, cabinets sold through amusement distributors, consumer products sold at retail. Its founders' habits, good and bad, were copied by an industry with no other model to look at.

Read the full entry 3 sources

Pong proves there is a mass market for video games

Atari's first product reduced a video game to one knob, one rule and a single line of on-screen instruction. It became the first commercially successful arcade video game, drew a wave of imitators, and triggered a patent fight.

Key facts and significance Hide details
Platform
Arcade cabinets
Region
North America
Period
The 1970s

Why it matters

Commercial proof arrived here. A game understood in a second, in a bar, by someone who had never seen one, earned enough to justify an industry, and arcade manufacturers spent years chasing that legibility. The litigation that followed also taught a young business that intellectual property, not novelty, decided who profited.

Read the full entry 3 sources

Pong reaches living rooms through a department store chain

Atari squeezed its arcade hit onto a single custom chip and sold the resulting console through Sears under the store's own brand. It became one of that Christmas season's successes and proved the home market was real.

Key facts and significance Hide details
Platform
Home consoles
Region
North America
Period
The 1970s

Why it matters

Two questions were settled in one season. Americans would buy a machine that did nothing but play games, and the way to reach them was through retailers they already trusted rather than electronics dealers. Atari's relationship with a national chain also gave it the distribution muscle that made its cartridge console viable two years later.

Read the full entry 3 sources

A media conglomerate buys Atari and pays for a cartridge console

Warner Communications bought Atari, supplying the capital needed to finish and market a programmable console. It was an early sign that entertainment conglomerates had begun to see games as a mainstream media business.

Key facts and significance Hide details
Platform
Industry-wide
Region
North America
Period
The 1970s

Why it matters

Ownership of the leading game company passed to a media conglomerate barely four years after that company was founded, which indicates how quickly outsiders grasped the size of the opportunity. The deal also introduced a tension the industry has never resolved, between creative teams and owners who need predictable quarterly performance.

Read the full entry 3 sources

Breakout turns a two-player rally into a single-player test

Atari answered the question of what a lone player does with a ball-and-paddle game by standing the court upright and filling the top of it with bricks. The result was a hit, heavily copied, and it left marks on computing.

Key facts and significance Hide details
Platform
Arcade cabinets
Region
North America
Period
The 1970s

Why it matters

Single-player arcade design took a decisive step here. Rather than needing a second person, the machine set a challenge that escalated, which meant it could take money from one player all afternoon. That structure, a solitary contest against a rising difficulty curve, became the standard arcade shape for the rest of the decade.

Read the full entry 3 sources

The Atari Video Computer System makes cartridge consoles mainstream

Atari's programmable console arrived with nine cartridges and an unusual, demanding design. Sales stayed slow for two years, then a licensed arcade hit turned it into the dominant machine of its era.

Key facts and significance Hide details
Platform
Home consoles
Region
North America
Period
The 1970s

Why it matters

This console taught the industry what a platform is. Its value lay in an accumulating library rather than in the hardware, which meant the important business questions became who may publish, on what terms, and how quality is judged. Every console maker since has answered those questions deliberately, because Atari answered them by accident.

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Four programmers leave Atari and invent third-party publishing

Denied credit and royalties for cartridges that sold in the millions, four Atari programmers formed a company to publish for the same console without permission. The lawsuit that followed legitimized independent publishing.

Key facts and significance Hide details
Platform
Home consoles
Region
North America
Period
The 1970s

Why it matters

The independent publisher was created here, and with it the question of who controls a platform's software. The founders also forced a slow change in how the industry treated the people who made games, moving from anonymous engineering labor toward named creative work with a claim on the value produced.

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Asteroids becomes the most successful machine Atari ever built

Atari's vector game of splitting rocks and drifting inertia earned more than anything else the company put in arcades. Its three-letter high-score entry turned a private achievement into a public claim.

Key facts and significance Hide details
Platform
Arcade cabinets
Region
North America
Period
The 1970s

Why it matters

Coin-operated video games reached their commercial peak with machines like this one, and American arcade revenue climbed to levels the trade would not see again. The initialed high-score table was the more durable invention, establishing that a game could keep a public record of its players and turn skill into local reputation.

Read the full entry 3 sources

What the period left behind

In ten years, games went from a curiosity that had to be justified as research into a category with factories, distributors, retailers, lawsuits and a moral panic of its own. The structures that mattered most were commercial rather than technical: the cartridge, the license, the third-party publisher, and the platform owner's power over both. Read the entries below for how fast a whole industry can be assembled once the money has been proved to exist.