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Dawn of the Arcade: Three Pivotal Video Games of the Early 1970s

From Computer Space’s demanding space combat to Pong’s paddle contest and Space Race’s joystick navigation, three Atari-associated games show early arcade design taking shape.
Length4 min Posted Quest giverVGSources Team
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Computer Space, Pong and Space Race show how early arcade designers made video games work in public, coin-operated settings. Between 1971 and 1973, the Atari-associated games moved from demanding space combat to an instantly legible paddle contest, then to a two-player race built around joystick movement and obstacle avoidance. They were pivotal steps in arcade design—not three direct technical sequels, and not the first video games in every sense.

What counted as an early arcade video game?

“First” depends on what kind of game you mean. Computer Space (1971) is described as an early coin-operated arcade video game, but it was not the first video game: Spacewar!, a computer game, came earlier. Nor should “first arcade game” be confused with the first successful coin-operated video game. The Magnavox Odyssey, meanwhile, was a home console, not a coin-operated arcade machine. The Computer History Museum traces the relationship between Spacewar! and Computer Space in its games timeline and history of computers and games.

The three games here are best understood as a progression in how designers translated play into an arcade cabinet: how quickly a passerby could grasp the goal, how the controls felt, and how competition worked with another player.

Computer Space (1971): ambitious combat, demanding controls

Nolan Bushnell and Ted Dabney designed Computer Space, developing its coin-operated version with Nutting Associates. They brought the idea to Nutting in early 1971, and the machine debuted at the Music Operators Association show in October, according to The Strong National Museum of Play.

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Computer Space adapted the space-combat idea of Spacewar! to a dedicated commercial cabinet. The Computer History Museum notes that the design used no microprocessor, RAM or ROM, yet supported complex play. That technical ambition came with a usability cost: field tests at some locations found that players were frustrated by the controls and physics. The challenge was not simply that the game was difficult; players had to learn how its movement and combat worked before the action became satisfying.

The Strong reports that 1,500 Computer Space units were sold. That is a reported total, not an audited figure, and it does not support calling the game an outright commercial failure. It did sell less than Nutting’s earlier Computer Quiz. The Strong also credits Computer Space with establishing a lasting physical format for arcade games: It established the blueprint for nearly all coin-operated arcade video games that followed it. The cabinet brought together a marquee, control panel, monitor, speaker, circuit boards, power supply and coin acceptor.

Pong (1972): a familiar game made immediately legible

Atari’s Pong turned the abstract challenge of learning space-combat physics into a contest most people could recognize: keep a ball in play by moving a paddle. Allan Alcorn built the prototype for Nolan Bushnell. The Computer History Museum’s timeline recounts that Bushnell initially asked Alcorn to design a driving game, then changed the assignment to ping-pong when the driving idea proved too ambitious. Tests in bars in Grass Valley and Sunnyvale proved popular.

The prototype was placed at Andy Capps’ bar in Sunnyvale in 1972 and quickly jammed with quarters, according to the museum’s account of the Pong story. That anecdote is evidence of an enthusiastic early response, not a unit-sales total. Pong was a two-player competitive game, and its rotary analog controls let each player move a paddle to return the ball. The simple premise lowered the barrier to joining in: a new player could see what to do almost at a glance.

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Space Race (1973): a different kind of two-player contest

Atari’s 1973 Space Race kept head-to-head competition but changed both the goal and the movement. The International Arcade Museum’s catalog record describes a timed race in which two players steer upward, avoiding obstacles along the way. Each uses a two-way up-and-down joystick; reaching the top earns a point, while a collision sends the player back to the bottom.

Where Pong asks players to react to a ball and defend a side of the screen, Space Race asks them to navigate a route and manage the risk of a setback. Its joystick controls are documented in the catalog record; that evidence does not establish that Space Race introduced joysticks to arcade gaming.

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How the three games changed arcade play

Game Core action Input and interaction What the record shows
Computer Space (1971) Space combat Controls and physics that field testers found frustrating for some players; the available sources do not specify a comparable control layout. The Strong reports 1,500 units sold and describes its cabinet as a blueprint for later coin-operated arcade games.
Pong (1972) Return a ball with a paddle Two players use rotary analog controls in a recognizable table-tennis-style contest. The Computer History Museum records strong early interest, including a prototype that quickly jammed with quarters; no comparable sales total is established here.
Space Race (1973) Race upward while avoiding obstacles Two players use two-way up/down joysticks; a collision returns a player to the bottom. The International Arcade Museum lists it as an Atari game from 1973 and Atari’s second game after Pong.

The progression is clearest in playability, not in a claim of direct technical succession. Computer Space proved that a complex video game could be packaged in a dedicated coin-operated machine, but its learning demands could put off casual players. Pong made the objective self-explanatory. Space Race then showed another way to make a brief competitive game: give each player a clear destination, simple movement and an immediate penalty for a mistake.

The available records do not establish comparable sales figures for all three games, so their influence is better judged through their documented designs and place in the early arcade timeline than through a sales ranking.

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