From Wikipedia, the free encyclopedia
List of years in video games
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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

Notable releases

Publications

Games

Computer

  • 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. [8]

Business

See also

References

  1. ^ Adel'son-Vel'skii; Aralazarov; Bitman; Uskov (1970). "Programming a computer to play chess". Russian Mathematical Surveys. 25 (2): 221–262.
  2. ^ a b Smith, Alexander (2020). They create worlds: the story of the people and companies that shaped the video game industry. Boca Raton: CRC Press, Taylor & Francis Group. ISBN  978-0-429-42364-2.
  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. ^ "Highnoon". myBitBox. 2008-12-16.
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

Notable releases

Publications

Games

Computer

  • 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. [8]

Business

See also

References

  1. ^ Adel'son-Vel'skii; Aralazarov; Bitman; Uskov (1970). "Programming a computer to play chess". Russian Mathematical Surveys. 25 (2): 221–262.
  2. ^ a b Smith, Alexander (2020). They create worlds: the story of the people and companies that shaped the video game industry. Boca Raton: CRC Press, Taylor & Francis Group. ISBN  978-0-429-42364-2.
  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. ^ "Highnoon". myBitBox. 2008-12-16.

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