timeline of video games and consoles
This page summarises the major developments in video game console development.
Notable early events
1939
Nimatron
A purpose-built computer that allows one to play the game Nim. It was first presented in April 1940 at the 1939 New York World's Fair purely as a form of entertainment. Designed in the winter of 1939 by Edward Condon for the sole purpose of entertaining, it is a digital computer composed of electromechanical relays which allows the lighting of four lines of seven bulbs. Each player can turn off one or more of them in any line, then the machine takes a turn, and so on. The last to extinguish a light is the winner. The reception of the machine during the fair was positive and was a success with nearly 100,000 games of Nim played. It is considered the first fully constructed computer game and the first computer dedicated to the game of Nim, but its impact on digital computers and computer games is negligible. John Makepeace Bennett nevertheless was inspired to design the Nimrod, a similar machine considered as one of the precursors of the video game, in 1951.
A purpose-built computer that allows one to play the game Nim. It was first presented in April 1940 at the 1939 New York World's Fair purely as a form of entertainment. Designed in the winter of 1939 by Edward Condon for the sole purpose of entertaining, it is a digital computer composed of electromechanical relays which allows the lighting of four lines of seven bulbs. Each player can turn off one or more of them in any line, then the machine takes a turn, and so on. The last to extinguish a light is the winner. The reception of the machine during the fair was positive and was a success with nearly 100,000 games of Nim played. It is considered the first fully constructed computer game and the first computer dedicated to the game of Nim, but its impact on digital computers and computer games is negligible. John Makepeace Bennett nevertheless was inspired to design the Nimrod, a similar machine considered as one of the precursors of the video game, in 1951.
1947
Cathode-ray tube amusement device.
The device simulates an artillery shell arcing towards targets on a cathode-ray tube (CRT) screen, which is controlled by the player by adjusting knobs to change the trajectory of a CRT beam spot on the display in order to reach plastic targets overlaid on the screen.
The device simulates an artillery shell arcing towards targets on a cathode-ray tube (CRT) screen, which is controlled by the player by adjusting knobs to change the trajectory of a CRT beam spot on the display in order to reach plastic targets overlaid on the screen.
1950
Bertie the Brain.
Bertie the Brain was built in Toronto by Josef Kates for the 1950 Canadian National Exhibition. The four meter (13 foot) tall computer allowed exhibition attendees to play a game of tic-tac-toe against an artificial intelligence. The player entered a move on a keypad in the form of a three-by-three grid, and the game played out on a grid of lights overhead. The machine had an adjustable difficulty level. After two weeks on display the machine was disassembled at the end of the exhibition and largely forgotten as a curiosity. Kates built the game to showcase his invention, the "additron tube" - a full binary adder vacuum tube. It was never put into production.
Bertie the Brain was built in Toronto by Josef Kates for the 1950 Canadian National Exhibition. The four meter (13 foot) tall computer allowed exhibition attendees to play a game of tic-tac-toe against an artificial intelligence. The player entered a move on a keypad in the form of a three-by-three grid, and the game played out on a grid of lights overhead. The machine had an adjustable difficulty level. After two weeks on display the machine was disassembled at the end of the exhibition and largely forgotten as a curiosity. Kates built the game to showcase his invention, the "additron tube" - a full binary adder vacuum tube. It was never put into production.
1951
Nimrod.
Built in the United Kingdom by Ferranti for the 1951 Festival of Britain, was an early computer custom-built to play Nim, inspired by the earlier Nimatron. The twelve-by-nine-by-five-foot computer, designed by John Makepeace Bennett and built by engineer Raymond Stuart-Williams, allowed exhibition attendees to play a game of Nim against an artificial intelligence. The player pressed buttons on a raised panel corresponding with lights on the machine to select their moves, and the Nimrod moved afterward, with its calculations represented by more lights. The Nimrod was intended to demonstrate Ferranti's computer design and programming skills rather than to entertain, though Festival attendees were more interested in playing the game than the logic behind it. After its initial exhibition in May, the Nimrod was shown for three weeks in October 1951 at the Berlin Industrial Show before being dismantled.
Built in the United Kingdom by Ferranti for the 1951 Festival of Britain, was an early computer custom-built to play Nim, inspired by the earlier Nimatron. The twelve-by-nine-by-five-foot computer, designed by John Makepeace Bennett and built by engineer Raymond Stuart-Williams, allowed exhibition attendees to play a game of Nim against an artificial intelligence. The player pressed buttons on a raised panel corresponding with lights on the machine to select their moves, and the Nimrod moved afterward, with its calculations represented by more lights. The Nimrod was intended to demonstrate Ferranti's computer design and programming skills rather than to entertain, though Festival attendees were more interested in playing the game than the logic behind it. After its initial exhibition in May, the Nimrod was shown for three weeks in October 1951 at the Berlin Industrial Show before being dismantled.
1952
Oxo programmed on the EDSAC computer by A.S. Douglas.
Draughts program originally written on EDSAC by Christopher Strachey and ported to Ferranti Mark 1.
1958
Tennis for Two allowed two players to compete in a tennis simulation displayed on an oscilloscope.
1962
Spacewar! developed by Steve Russell and others on a DEC PDP-1 Minicomputer. The first known video game to be played in multiple locations.
Marienbad. An adaptation of the game Nim created by Witold Podgรณrski for the Odra 1003 computer. The game had players opposing the computer in alternating rounds of removing matches from a set, with the last player to take a match the loser. As the computer always played the optimal moves, it was essentially unbeatable.
1964
The Sumerian Game - a text-based strategy video game of land and resource management. The first game to be designed by a woman, Mabel Addis.
Release of the BASIC programming language lead to an explosion of games
1965
1966
BASIC Bingo written by Larry Bethurum.
1967
Basketball Simulation written by Charles R. Bacheller.
1968
Hamurabi. A text-based strategy video game of land and resource management. It was first developed under the name King of Sumeria or The Sumer Game by Doug Dyment in 1968 at Digital Equipment Corporation as a computer game for fellow employee Richard Merrill's newly invented FOCAL programming language. The game consists of ten rounds wherein the player, as the ancient Babylonian king Hammurabi, manages how much of their grain to spend on crops for the next round, feeding their people, and purchasing additional land, while dealing with random variations in crop yields and plagues. Inspired by the earlier Sumerian Game. BASIC version released in "101 BASIC Games".
1969
Space Travel is an early video game developed by Ken Thompson that simulates travel in the Solar System.
Lunar Lander (original text based game)
1971
Galaxy Game was the first attempt at a commercial video game console.
Computer Space was the first arcade video game and the first commercially available video game.
1972
Magnavox Odyssey designed by Ralph H. Baer allowed the owner to play 28 different games, 13 of which were included on the console and the remainder distributed on 11 different game 'cards'. It also had peripherals - two controllers and a light gun. The console produced no sound and did not track scores which had to be done manually by the players.
Pong designed and manufactured by Atari.
1973
Lunar Lander (Graphical version)
One of the first BASIC game program compilation books, "101 BASIC Computer Games", was released.
1975
PLATO based multiplayer games.
"The Dungeon" or pedit5 (PLATO).
"Game of Dungeons" or dnd (PLATO).
Moria first-person perspective written (PLATO).
1976
1977
Oubliette (PLATO multiplayer) first person perspective.
1978
Moria copyrighted. A pioneering game, allowing parties of up to ten players to travel as a group and message each other, dynamically generating dungeons (instead of pre-computing them), and featuring a wireframe first-person perspective display.
BASIC Computer Games published. This was a reprint of the original "101 BASIC Computer Games" published in 1973. The first computer book to sell over 1M copies.
1979
Avatar first-person perspective (PLATO).
Shortcuts
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patentimages.storage.googleapis.com
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blog.scienceandindustrymuseum.org.uk
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www.atariarchives.org
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cyber1.org
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web.archive.org
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videogamehistorian.wordpress.com
The Story of the People and Companies That Shaped the Video Game Industry.
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www.uvlist.net
Video Game Console Generations
First generation video game consoles (1972-1983)
Magnavox Odyssey
Odyssey series (Magnavox/Philips)
Atari Pong
TV Tennis Electrotennis (Epoch)
Coleco Telstar
Color TV-Game (Nintendo)
Second generation video game consoles (1976-1992)
Fairchild Channel F
Atari 2600 & 5200
Bally Astrocade
Magnavox Odyssey 2
Intellivision
ColecoVision
Vectrex
Microvision
Entex Select-A-Game & Adventure Vision
Palmtex Super Micro
Epoch Game Pocket Computer
Nintendo Game & Watch
1977-1980 First wave of home computers >> start of hobbyist computer games.
1981-1990 Second wave of home computers >> commercial computer games on cassette/disk/cartridge.
1981 IBM PC compatible computer released. Game development invigorated.
Third generation of video game consoles (1983-1996) - The 8-bit era
Sega SG-1000
Famicom/Nintendo Entertainment System (NES)
Sega Mark III/Master System
Atari 7800
Atari XEGS
Amstrad GX4000
Commodore 64 Games System
Fourth generation of video game consoles (1987-2004) - The 16-bit era
TurboGrafx-16
Mega Drive/Genesis (not inc 32X)
Super NES
Philipa Compact Disc Interactive (CD-i)
Neo Geo
Commodore CDTV
Sega Genesis CDX
Fifth generation of video game consoles (1993-2006) - The 32/64 bit era
3DO Interactive Multiplayer
Atari Jaguar
Sega Saturn
PlayStation
Nintendo 64
Amiga CD32
Casio Loopy
Sega 32X
Genesis Nomad
R-Zone
Virtual Boy
Game.com
Game Boy Color
Neo Geo Pocket
Neo Geo Pocket Color
Sixth generation of video game consoles (1998-2015) - The 128-bit era
Dreamcast
PlayStation 2
GameCube
Xbox
Game Boy Advance / Game Boy Advance SP / Game Boy Micro
N-Gage / N-Gage QD
Tapwave Zodiac
Sega VMU
Seventh generation of video game consoles (2005-2019)
Xbox 360
PlayStation 3
Wii
Nintendo DS family
PlayStation Portable
Eighth generation of video game consoles (2012-present day)
Wii U
PlayStation 4
Xbox One
Nintendo Switch
Nintendo 3DS
PlayStation Vita
Nintendo Switch Lite
Neo Geo X
Nvidia Shield Portable
GPD XD/Win
Last modified: December 27th, 2021