Computers & Business Machines - Overview

Imagine the loss, 100 years from now, if museums hadn't begun preserving the artifacts of the computer age. The last few decades offer proof positive of why museums must collect continuously—to document technological and social transformations already underway.
The Museum's collections contain mainframes, minicomputers, microcomputers, and handheld devices. A Cray2 supercomputer is part of the collections, along with one of the towers of IBM's Deep Blue, the computer that defeated reigning champion Garry Kasparov in a chess match in 1997. Other artifacts range from personal computers to ENIAC, the Altair, and the Osborne 1. Computer components and peripherals, games, software, manuals, and other documents are part of the collections. Some of the instruments of business include adding machines, calculators, typewriters, dictating machines, fax machines, cash registers, and photocopiers
"Computers & Business Machines - Overview" showing 3 items.
Magnavox Odyssey Video Game Unit, 1972
- Description
- Contrary to popular belief, the first video games were not found at an arcade, but at home.
- When most people think about the first video game, they think of Pong, the ping-pong arcade game released by Atari in 1972. However, months earlier, Magnavox had released its Magnavox Odyssey, a home video game system based on the “Brown Box,”[hyperlink] a prototype invented by Ralph Baer. Additional games and accessories, like a lightgun, were sold in separate packages.
- Since Odyssey had no graphic capabilities other than the ability to change the color of the background, Magnavox included translucent color overlays to provide settings and game boards. Perhaps most surprising to modern gamers, Odyssey also came with nonelectronic game accessories such as dice, decks of cards, play money, and poker chips. These accessories were possibly included to make Odyssey more like games that currently existed. However, as the success of Pong later proved, video games, even in this early primitive state, could stand on their own without physical accessories.
- With less that 200,000 units sold, Magnavox Odyssey was not considered a commercial success, especially in comparison with Pong’s runaway popularity. Among the contributing factors, poor marketing played a large role. Many potential consumers were under the impression—sometimes encouraged by Magnavox salesmen—that Odyssey would only work on Magnavox television sets. Despite these setbacks, Magnavox Odyssey and its inventor Ralph Baer paved the way for all video game systems to come.
- Location
- Currently not on view
- Date made
- 1972
- inventor
- Baer, Ralph H.
- manufacturer
- Magnavox Company
- ID Number
- 2006.0102.08
- catalog number
- 2006.0102.08
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
Simon Electronic Game, 1978
- Description
- The Father of the Video Game was also the inventor of Simon.
- Inventor Ralph Baer is best known for developing the first video game system[hyperlink to Brown Box], but he has accomplished far more. In 1975, Baer started an independent consulting business and began to work in association with Marvin Glass & Associates in Chicago, the toy design firm responsible for some of the most successful American toys of the 20th century. Baer’s job was to develop electronic toys and games. The best-known result of this partnership was Simon.
- Named for the children’s game of “Simon Says,” the game was inspired by an Atari arcade game called Follow-Me. Baer and Howard Morrison, a partner at Marvin Glass, first saw Follow-Me at a trade show in 1976. Both agreed that while the execution of the arcade game was horrible, the game itself—trying to repeat a musical sequence the machine created—was worthy of exploration. The two set about creating a hand-held game around the same concept.
- Like Follow-Me, Simon had four different colored buttons. Each button played a unique note. Players had to be able to repeat an increasingly long string of tones that Simon created. If you got the order wrong, you lost. Baer was aware that choosing Simon’s four tones was a critical decision. He and Morrison both felt that one of Follow-Me’s main failings was that its sounds were unpleasant.
- But how to choose four notes that could be played in any sequence and not hurt the ears? Baer found the answer while looking through his children’s Compton Encyclopedia. He discovered that the bugle can only plays four notes. So, Simon would play those same four bugle notes.
- Simon was released by Milton-Bradley in 1978 with much fanfare, including a midnight release party at Studio 54, the elite disco in New York City. An instance success, the game reached its peak during the 1980s and continued to sell for decades thereafter.
- Baer was very careful to document in his patent application that Simon was based on Atari’s Touch-Me, given his past history with the company. Years earlier, Atari was sued for patent rights infringement. At the center of the controversy were the video game prototypes invented by Ralph Baer. With Simon, Baer found himself on the other side of the story. His patent was to protect his innovations, rather than an original game idea.
- Location
- Currently not on view
- Date made
- 1978
- inventor
- Baer, Ralph H.
- manufacturer
- Milton Bradley Company
- ID Number
- 2006.0102.09
- catalog number
- 2006.0102.09
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
Maniac Electronic Game, 1979
- Description
- Ralph Baer is best known for developing the first video games, but he has accomplished more than that.
- In 1975, Baer, an engineer and inventor, started an independent consulting business and began to work in association with Marvin Glass & Associates in Chicago, the toy design firm responsible for some of the most successful American toys of the 20th century. Baer’s job was to develop electronic toys and games. The best-known result of this partnership was Simon[hyperlink].
- In light of Simon’s success, Baer was asked by Marvin Glass to create another electronic game that was similar in nature. The result was Maniac, which was released by Ideal Toy Company in 1979. It was a multiple-player, sound-based game that required quick reflexes and the ability to identify and recall tonal sequences (rather than merely repeating them as they had with Simon). In an oral history interview (audio copies available in the National Museum of American History’s Archives Center[hyperlink]), Baer admitted that the game was “really hard to play. You have to want to play games to want to play Maniac.” This could be the reason that Maniac never matched the popularity of Simon.
- Location
- Currently not on view
- Date made
- 1979
- inventor
- Baer, Ralph H.
- manufacturer
- Ideal Toy Company
- ID Number
- 2006.0102.10
- catalog number
- 2006.0102.10
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center

