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The 1970s was the first decade in the history of the video game industry. The 1970s saw the development of some of the earliest video games, chiefly in the arcade game industry, but also several for the earliest video game consoles and personal computers .
Universal's Get A Way (1978) was a sit-down racing game that used a 16-bit CPU, [59] for which it was advertised as the first game to use a 16-bit microcomputer. [60] Another racing game, Namco's Pole Position (1982), used the 16-bit Zilog Z8000 processor. [61] Atari's Food Fight (1983) was one of the earliest games to use the Motorola 68000 ...
In computer hardware, a CPU socket or CPU slot contains one or more mechanical components providing mechanical and electrical connections between a microprocessor and a printed circuit board (PCB). This allows for placing and replacing the central processing unit (CPU) without soldering.
The first arcade game manufactured by Sega was Periscope, an electromechanical game. This was followed by Missile in 1969. [189] Subsequent video-based games such as Pong-Tron (1973), Fonz (1976), and Monaco GP (1979) used discrete logic boards without a CPU microprocessor. [190] Frogger (1981) used a system powered by two Z80 CPU ...
The 2600 was so successful in the late 1970s and early 1980s that "Atari" was a synonym for the console in mainstream media and for video games in general. [104] Jay Miner directed the creation of the successors to the 2600's TIA chip— CTIA and ANTIC —which are central to the Atari 8-bit computers released in 1979 and later the Atari 5200 ...
The origins of handheld game consoles are found in handheld and tabletop electronic game devices of the 1970s and early 1980s. These electronic devices can only play built-in games, [7] they fit in the palm of the hand or on a tabletop, and they may make use of a variety of video display technologies such as LED, VFD, or LCD. [8]
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1971 is the first year of the commercial video game industry with the release of Computer Space by Nutting Associates and Galaxy Game by Mini-Computer Applications. The majority of digital games remained on mainframe computers and time-sharing networks, while an increasing number were demonstrated outside of computing audiences.