1972 marked an important landmark in the history of the video game industry with the releases ofPong and theOdyssey home console. The profile of electronic games rose substantially and companies began exploring the distribution of video games on a larger scale. Importantmainframe computer games were created in this period which became the basis for earlymicrocomputer games.
May 3 –Magnavox initiates their “Magnavox Profit Caravan” series of traveling shows to demonstrate all of their 1972 product line to their dealers and public, including theOdyssey. The first showing occurs inPhoenix, Arizona.[1]
May 24 – At a showing inBurlingame, California, three representatives ofNutting Associates includingNolan Bushnell visit the showcase and play the Odyssey demonstration unit. Bushnell takes particular note of the Odyssey gameTable Tennis.[2][3]
June 26 –Bally Manufacturing formalizes an agreement with Nolan Bushnell for the creation of one video game and onepinball table for Bally. Bushnell later describes the creation of a hockey game.[4] The term “video amusement game” is used by Bushnell – one of the earliest instances of the phrase “video game” in print.[5][6]
September 14–16 – The Music Operators of America show is held inChicago, Illinois. Nutting Associates displaysComputer Space for the second year and For-Play Manufacturing showcasesStar Trek as the only two video games on the show floor.
September 22 – Felipe Mor Pérez, head of research and development atInter Electrónica, registered the trademark "Odyssey" in Spain, describing it as an "electronic toy." This led to the development of the Overkal, a Spanish clone of the Odyssey.[8]
November 24 – Nolan Bushnell files for US patent #3,793,483 relating to work developed for video game technology onComputer Space. The patent is issued in February 1974 and does not serve as an effective deterrent to video game copycats.[10][11]
October – The date of the first issue of thePeople’s Computer Company newsletter by Dymax Inc. They printtype-in listings of games and other demonstrations in theBASIC programming language, helping to spread games originally created ontime-sharing networks.
March – The second unit ofGalaxy Game is placed at the Tresidder Student Union atStanford University. This version features twofiberglass cabinets with two players each, which can be linked to create a four-player game.[16]
October – Coin-operated games company For-Play Manufacturing in California releasesStar Trek (1972) – a presumed clone of Nutting Associates’Computer Space.[17]
November –Atari Inc. releases their gamePong, shipping it to local distributors in the Northern California area. The game becomes a hit in the local area and launches Atari’s business.
September –Magnavox releases theirOdyssey console in twenty-five major markets. It includes twelve games with the console. Alight gun addon with additional games is sold separately. They manufacture 140,000 consoles their first year on the market.[20]
Dymax Inc. establishes a location inMenlo Park, California. They invite interested individuals to visit the location to accesstime-sharingterminals at the location to create and use programs – many of which are published in thePeople's Computer Company newsletter.
^"Agreed Statement of Facts".Magnavox Company v. Chicago Dynamic Industries, et al. US District Court for the Northern District of Illinois, Eastern Division. November 3, 1976. p. 13. RetrievedMarch 22, 2024.
^"Trial Transcript".Magnavox Company v. Chicago Dynamic Industries, et al. US District Court for the Northern District of Illinois, Eastern Division. January 5, 1977. pp. 1501–1505. RetrievedMarch 22, 2024.
^Bushnell, Nolan K. (July 10, 1972).""Letter to John Britz"".Magnavox Company v. Chicago Dynamic Industries, et al. US District Court for the Northern District of Illinois, Eastern Division. RetrievedMarch 22, 2024.
^Britz, John A. (June 26, 1972)."Royalty Agreement".Magnavox Company v. Chicago Dynamic Industries, et al. US District Court for the Northern District of Illinois, Eastern Division. RetrievedMarch 22, 2024.
^Smith, Alexander (November 27, 2019).They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry. Vol. 1: 1971 – 1982.CRC Press. p. 170.ISBN978-1-138-38990-8.
^Dear, Brian (2017).The Friendly Orange Glow: The Untold Story of the PLATO System and the Dawn of Cyberculture. New York: Pantheon Books. pp. 227–231.ISBN978-1-101-87155-3.