The Father of the Video Game: The Ralph Baer Prototypes and Electronic Games - Video Game History

From the earliest days of computers, people have found ways to play games on them. These early computer programmers weren’t just wasting time or looking for new ways to goof off. They had practical reasons to create games.
During the 1940s and 1950s, computers took up entire rooms and were so expensive that only universities and large companies could afford them. Most people both had little understanding of what these electronic behemoths were able to do and were unfamiliar with the types of mathematical equations these machines were regularly programmed to compute. Games like tic-tac-toe or William Higginbotham’s 1958 “Tennis for Two” were excellent ways to attract public interest and support. As an added bonus, computer programmers were able to learn from the creation of games as well since it allowed them to break away from the usual subroutines and challenge the computer’s capabilities.
It was this mindset that lead a group of MIT students during the 1960s to create “Spacewar,” one of the first and most groundbreaking computer games. Students Steve Russell and his friends were granted access to the school’s new PDP-1 computer providing they used it to created a demonstration program that (1) utilized as many of the computer’s resources as possible and “taxed those resources to the limit,” (2) remained interesting even after repeated viewings, which meant that each run needed to be slightly different and (3) was interactive.
Inspired by the science fiction novels Russell and his friends enjoyed, these computers “hackers” decided to create a dueling game between two spaceships. The result, called “Spacewar,” caused a sensation on campus and variations on the game soon spread to other universities that had computer engineering programs.
Although, “Spacewar” was fun to play, it was never destined for released to the general public, since computers were still too expensive for personal use. To play Spacewar, one needed access to a research facility’s computer, which kept the game’s influence limited to the small computer technology sphere.
In fact, video games did not get their true start from computer programmers but from an engineer skilled in another major invention of the 20th century: the television set. By the 1960s, millions of Americans had invested in televisions for their homes, but these television sets were only used for the viewing of entertainment. Engineer Ralph Baer was certain this technology could be used to play games.
In 1966, while working for Sanders Associates, Inc., Baer began to explore this idea. In 1967, assisted by Sanders technician Bob Tremblay, Baer created the first of several video game test units. Called TVG#1 or TV Game Unit #1, the device, when used with an alignment generator, produced a dot on the television screen that could be manually controlled by the user. Once Baer had established how it was possible to interact with the television set, he and his team were able to design and build increasing sophisticated prototypes.
Sanders senior management were impressed with Baer’s progress and assigned him the task of turning this technology into a commercially viable product. After a few years and numerous test and advancements, Baer and his colleagues developed a prototype for the first multiplayer, multiprogram video game system, nicknamed the “Brown Box.” Sanders licensed the “Brown Box” to Magnavox, which released the device as the Magnavox Odyssey in 1972.
With fewer than 200,000 units sold, Magnavox Odyssey was not considered a commercial success. 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 televisions. Ultimately, the problem was that Magnavox saw Odyssey as a gimmick to sell more television sets. Executives at Magnavox lacked the vision to see that television games had the potential to become an independent industry, and did not give the product the support it needed.
Meanwhile, a creative young entrepreneur named Nolan Bushnell remembered playing “Spacewar” during his years as a student at the University of Utah. He began to think of ways that the game could be retailed. Bushnell had past experience with amusement park arcades and had witnessed first-hand the popularity of pinball machines. He believed that “Spacewar” would make a successful coin-operated machine.
In 1971, Nutting Associates, a coin-op device manufacturer, released Bushnell’s idea as Computer Space. However, while “Spacewar” had been an enjoyable game, Computer Space proved too complex for the casual game player to understand quickly. The changes that were required to convert the two player “Spacewar” to a one-player game made Computer Space frustratingly difficult for those who did learn how to play.
Though Computer Space was a flop, Bushnell still believed that coin-operated video games could be successful. After seeing a demonstration of Magnavox Odyssey’s table tennis game in May 1972, Bushnell set about trying to create an arcade version of the same game. He and his business partner, Ted Dabney, formed Atari, Inc., in June 1972, and released Pong, an arcade ping-pong game, that same year. The first Pong machine was installed in Andy Capp’s Tavern, a bar located in Sunnyvale, California. A few days later, the tavern owner called Atari to send someone out to fix the machine. The problem turned out to be that the cashbox was filled with too many quarters. The coins had overflowed and jammed the machine. Atari clearly had a sensation on its hands.
Emboldened by Pong’s success, Atari partnered with Sears, Roebuck, and Co. to produce a home version of the game in 1975. Magnavox sued for patent rights infringement. The case was heavily in Magnavox’s favor. Ralph Baer had carefully documented his work. Magnavox could prove that they demonstrated Odyssey to the public in 1972 and that Bushnell had attended the demonstration. (It was even confirmed later that Bushnell had played Odyssey’s tennis game.) Rather than face a lengthy and undoubtedly unsuccessful court case, Atari settled with Magnavox.
The home version of Pong was just as successful as the arcade version. Atari sold 150,000 units in 1975 alone (compared to the 200,000 Odysseys that took Magnavox three years to sell.) Other companies soon began to produced their own home versions of Pong. Even Magnavox began to market a series of modified Odyssey units that played only their tennis and hockey games. Of these first-generation video game consoles, the most successful was Coleco Telestar, due in part to some luck and the help of Ralph Baer.
Coleco, a toy company that later became known for the wildly popular Cabbage Patch Doll in the early 1980s, was just beginning to branch out into video games. Acting on a recommendation from Ralph Baer, Coleco was the first company to place a major order for General Instruments’ AY-3-8500 chip, on which most Pong console clones were based. When General Instruments, which had underestimated the interest in the chip, had trouble meeting production demands, Coleco was at the top of the priority list. While Coleco’s competitors waited for months until General Instruments could complete their orders, Coleco cornered the market.
At a crucial moment, Coleco Telestar did not pass the interference tests needed for Federal Communications Commission approval. Coleco had a week to fix the problem or the unit would need to be totally redesigned before it could be resubmitted for FCC approval. The process could potentially take months, putting the company well behind its competitors. Without FCC approval, Coleco would be stuck with warehouses full of units that they could not sell.
The company turned to Sanders and Ralph Baer in hopes that Baer’s experience would be able to help them. Bear found their solution within the week and Coleco received its FCC approval. Telestar sold over one million units in 1976, before being overshadowed by next generation of video game consoles.
Produced between 1976 and 1983, these second-generation consoles, such as the Atari VSC (also known as the Atari 2600), Mattel’s Intellivision, and ColecoVision, featured interchangeable game cartridges that were retailed separately, rather than games that came preloaded in the unit. This advance allowed users to build a library of games. There was soon a wide variety of games to choose from, but, ironically, this surplus proved to be the one of the key reasons that the industry faced a serious crash during the early 1980s.
In a classic case of supply outpacing demand, too many games hit the market, many of which were of inferior quality. Further complicating matters, there were too many video game consoles from which to choose. Beyond the flooded market, video games consoles now faced growing competition from computers.
The bulky, room-sized expensive computer behemoths were a thing of the past. The age of the home computer had arrived. For many, purchasing a versatile computer, like the Apple II, Radio Shack’s TRS-80 or the Commodore 64, that could play games in addition to running a multitude of other programs seemed a more logical investment than a system devoted solely to gaming.
Sales of video game consoles and cartridges plunged in 1983 and 1984. Many companies like Mattel and Magnavox discontinued their video game lines completely, while Atari, the leader in the field, struggled to remain afloat. Video games remained popular arcade features, but it seemed that the era of home video game systems ad ended.
But in 1985, a small Japanese company proved just the opposite. That year, Nintendo released its Nintendo Entertainment System (or NES), whose popularity and commercial success surpassed any previous game console. No longer a novelty, video games found a firm foothold mainstream American life, just as Ralph Baer had predicted they would.
"The Father of the Video Game: The Ralph Baer Prototypes and Electronic Games - Video Game History" showing 11 items.
Page 1 of 2
TV Game Unit #1, 1967
- Description
- From this assemblage of metal, wires and glass tubes, the future of video games would be built.
- In 1966, while working for Sanders Associates Inc., engineer Ralph Baer began to look into new ways to use television, focusing specifically on interactive games. In 1967, he created the first of several video game test units. Called TVG#1 or TV Game Unit #1, this device, when used with an alignment generator[hyperlink], produced a dot on the television screen that could be manually controlled by the user. Now that he was able to interact with the television, Baer could design increasingly sophisticated interfaces and programs.
- TV Game Unit #1 was designed by Baer and built with the assistance of Bob Tremblay, a technician who worked with Baer at Saunders. Though transistors were available, Baer, who had received his bachelor’s in television engineering, choose to use the familiar and proven technology of vacuum tubes for this early test unit.
- Like all the Ralph Baer prototypes, TV Game Unit #1 was used as evidence in many patent infringement cases. It still bears many of the court exhibit labels left over from these trials, as may be seen from the photograph.
- Location
- Currently not on view
- Date made
- 1966
- inventor
- Baer, Ralph H.
- patent holder
- Baer, Ralph H.
- ID Number
- 2006.0102.01
- accession number
- 2006.0102
- catalog number
- 2006.0102.01
- Data Source
- National Museum of American History, Kenneth E. Behring Center
Heathkit IG-62 Alignment Generator Used with TV Game Unit #1, 1967
- Description
- This ordinary piece of test equipment played an important role in video game history.
- In 1966, while working for Sanders Associates, Inc., engineer Ralph Baer began to look into new ways to use television, focusing specifically on interactive games. Baer had received his bachelor’s in television engineering and was familiar with television test equipment that could meet his needs while keeping cost down. This Heathkit IG-62 Color Bar and Dot Generator, which was used to adjust television sets, provided the key circuitry needed to create an image on a television screen. This allowed Baer and his colleagues to devote their time and attention to develop a way for anyone to be able to move that image.
- In 1967, Baer created the first of several video game test units. Called TVG#1 or TV Game Unit #1[hyperlink], the device, when used with an alignment generator like the Heathkit IG-62, produced a dot on the television screen that could be manually controlled by the user. Once they were able to interact with the television, Baer and his team could design increasingly sophisticated interfaces and programs.
- Location
- Currently not on view
- maker
- Heathkit
- ID Number
- 2006.0102.02
- accession number
- 2006.0102
- catalog number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
The Brown Box Lightgun, 1967–68
- Description
- This toy gun proves that target-shooting games were part of video game history from the very beginning.
- This lightgun was used to play the Target Practice game on the “Brown Box,”[hyperlink] a prototype for the first multiplayer, multiprogram video game system. Magnavox licensed the Brown Box and released the system as the Magnavox Odyssey[hyperlink] in 1972. The lightgun and four target games were later sold as a separate expansion package.
- Location
- Currently not on view
- Date made
- 1967-1968
- patent holder
- Baer, Ralph H.
- inventor
- Baer, Ralph H.
- ID Number
- 2006.0102.06
- catalog number
- 2006.0102.06
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
The Pump Unit, 1967
- Description
- The first video games were played on this machine.
- With the use of changing screen color and moving dots, TV Game Unit #2 allowed two players to compete against each other in seven different games. These games included a variety of chase games, a target-shooting game, and games that required the wooden handle attached to the unit’s lower right hand corner (see photograph). The handle was moved up and down, like a pump, in the course of certain games. In honor of this unusual game play, TV Game Unit #2 was rechristened “The Pump Unit.”
- Baer and his team demonstrated the "Pump Unit" to Sanders senior management on June 15, 1967. The presentation was successful and now the team had a new goal: to turn this technology into a commercially viable product. After a few years and numerous test and advancements, Baer and his team delivered the “Brown Box,”[hyperlink] a prototype for the first multiplayer, multiprogram video game system. It would be licensed to Magnavox, who released the system as the Magnavox Odyssey[hyperlink] in 1972.
- Like all the Ralph Baer prototypes, the "Pump Unit" was later used as evidence in many patent infringement cases. It still bears many of the court exhibit labels left over from these trials, as can be seen from the photograph.
- Location
- Currently not on view
- Date made
- 1967
- patent holder
- Baer, Ralph H.
- inventor
- Baer, Ralph H.
- ID Number
- 2006.0102.03
- accession number
- 2006.0102
- catalog number
- 2006.0102.03
- Data Source
- National Museum of American History, Kenneth E. Behring Center
The Brown Box, 1967–68
- Description
- This machine paved the way for the video games of today.
- In 1967, Ralph Baer and his colleagues at Sanders Associates, Inc. developed a prototype for the first multiplayer, multiprogram video game system. Since Sanders hoped to license the technology for a commercial venture, Baer understood that the games had to be fun or investors and consumers would not be interested. In an oral history interview (copies available in the Archives Center[hyperlink] at the National Museum of American History), Ralph Baer recalled, “The minute we played ping-pong, we knew we had a product. Before that we weren’t too sure.”
- Originally called TV Game Unit #7, much like the "Pump Unit"[hyperlink] before it, it became far better known by its nickname, “The Brown Box.” The name comes from the brown wood-grain, self-adhesive vinyl used to make the prototype look more attractive to potential investors. The "Brown Box," though only a prototype, had basic features that most video games consoles still have today: two controls and a multigame program system.
- The "Brown Box" could be programmed to play a variety of games by flipping the switches along the front of the unit, as can be seen in the picture. Program cards[hyperlink] were used to show which switches needed to be set for specific games. "Brown Box" games included ping-pong, checkers, four different sports games, target shooting with the use of a lightgun[hyperlink] and a golf putting game, which required the use of a special attachment[hyperlink]. Sanders licensed the "Brown Box" to Magnavox, which released the system as the Magnavox Odyssey[hyperlink] in 1972.
- Location
- Currently not on view
- Date made
- 1967-1968
- patent holder
- Baer, Ralph H.
- inventor
- Baer, Ralph H.
- maker
- Baer, Ralph H.
- ID Number
- 2006.0102.04
- catalog number
- 2006.0102.04
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
The Brown Box Program Cards, 1967–68
- Description
- These oddly cut index cards are actually programs for the very first video games.
- These program cards were used with the “Brown Box,”[hyperlink] prototype for the first multiplayer, multiprogram video game system. Users of the "Brown Box" could play a variety of games by flipping the switches along the front of the unit. The games included ping-pong, checkers, four different sports games, target shooting with the use of a lightgun[hyperlink] and a golf putting game which required the use of a special attachment[hyperlink].
- To play these games, the user placed one of these program cards between the two sets of switches on the "Brown Box" (as you can see in the picture). The dots on the card indicated in which position the switches should be set. Magnavox licensed the "Brown Box" and released the system as the Magnavox Odyssey[hyperlink] in 1972, with the switch system replaced by a plug-in game slot and plastic program cards.
- Location
- Currently not on view
- Date made
- 1967
- patent holder
- Baer, Ralph H.
- inventor
- Baer, Ralph H.
- ID Number
- 2006.0102.05
- catalog number
- 2006.0102.05
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
TV Game Unit #8, 1968
- Description
- What do you do after you invent the video game? Try to make it better!
- While preparing their video game system prototype, the “Brown Box”[hyperlink] to be presented to potential investors, Ralph Baer and his colleague Bill Harrison created TV Game Unit #8. They wanted to demonstrate a more advanced technology that would allow the user’s paddle to determine, in the direction and speed of the game ball, when the two would collide. This would allow for games such as baseball and more realistic hockey game play.
- This TV Game Unit #8 interfaced with the "Brown Box," but proved too expensive to pursue in these early stages. Since it was not going to be shown to investors just yet, it was never covered with brown wood grain self-adhesive vinyl to match the "Brown Box." A few years later, this technology was key when Baer and his colleagues started to design and build arcade games.
- Location
- Currently not on view
- Date made
- 1968
- patent holder
- Baer, Ralph H.
- inventor
- Baer, Ralph H.
- ID Number
- 2006.0102.07
- catalog number
- 2006.0102.07
- accession number
- 2006.0102
- Data Source
- National Museum of American History, Kenneth E. Behring Center
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
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