Jump to content

1970 in video games

From Wikipedia, the free encyclopedia

List of years in video games
+...

At the beginning of the 1970s, video games existed almost entirely as novelties passed around by programmers and technicians with access to computers, primarily at research institutions and large companies. 1970 marked a crucial year in the transition of electronic games from academic to mainstream, with developments in chess artificial intelligence and in the concept of commercialized video games.

While the technology that later became the Odyssey by Magnavox was stalled in development, the game which would become Computer Space began development in this period. In computer games, BASIC games written by high school and college students circulated among different time-sharing computer networks via user’s societies. Some of these programs would later be distributed as type-in listings via books and magazines. The first national competition of chess programs was held, drawing attention to advances in artificial intelligence across various fields.

Events

[edit]
The special events for ACM 1970 included the first computer chess championship.

Notable releases

[edit]

Publications

[edit]

Games

[edit]

Computer

[edit]
  • September 12 – Christopher Gaylo, a student at Syosset High School in Syosset, New York, completes a finalized version of the BASIC game Highnoon. It was distributed on the Huntington Project time-sharing network. The code was later posted by Gaylo online.[9]

Business

[edit]

See also

[edit]

References

[edit]
  1. ^ Adel'son-Vel'skii; Aralazarov; Bitman; Uskov (1970). "Programming a computer to play chess". Russian Mathematical Surveys. 25 (2): 221–262.
  2. ^ Smith, Alexander (November 27, 2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry. Vol. 1: 1971 – 1982. CRC Press. pp. 68–73. ISBN 978-1-138-38990-8.
  3. ^ "Computer Chess Is 'Like Playing Tennis Without a Ball'". The Journal News. 1970-09-03. p. 8.
  4. ^ Kozdrowicki, Edward; Cooper, Dennis (July 1973). "COKO III: The Cooper-Koz Chess Program". Communications of the ACM. 16 (7): 411–427.
  5. ^ "Awit Wita Readme".
  6. ^ "ACM COMPUTER CHESS by Bill Wall". ed-thelen.org.
  7. ^ "Ex-champion rallies, loses on points". Data Processing News. IBM. 1970.
  8. ^ Smith 2019, p. 242–244.
  9. ^ "Highnoon". myBitBox. 2008-12-16.
  10. ^ Smith 2019, p. 306.