From Pong to Wii Sports: The Incredible Evolution of Tennis in Gaming History

Wimbledon is currently underway, and I’m seizing the moment to present a bold assertion: tennis holds a pivotal role as the most significant sport in the evolution of video games.

Although modern gaming giants like EA Sports FC, Madden, and NBA 2K dominate the charts, tennis lays the groundwork for the industry. Originally conceived as a straightforward bat-and-ball game by scientists in 1958, William Higginbotham introduced what is recognized by the Brookhaven National Laboratory in Upton, New York, as the first video game created solely for entertainment. This tennis game was exhibited on an oscilloscope during the lab’s annual open house, and the growing queue of players hinted at a burgeoning interest in video gaming.

Ralph Baer, the creator of the first mass-produced gaming console, Magnavox Odyssey, incorporated tennis into his innovations. While working for defense contractor Sanders Associates in the late 1960s, Baer’s prototype could only display vertical lines and square dots. Upon Magnavox’s release of the console in 1972, the standout games included table tennis and tennis, with players using a plastic overlay on the TV screen. This allowed two players to hit the ball back and forth, introducing a degree of “spin” via a dial on the controller. The simplistic controls of these tennis games limited player skill but laid the foundation for future development.

This progression inevitably led to Pong, widely regarded as the first major success in arcade gaming. Nolan Bushnell, Atari’s founder, was inspired by the tennis game on the Odyssey and sought to improve upon it. Collaborating with programmer Al Alcone, they divided the bat on-screen into eight sections, each capable of deflecting the ball at varied angles. This marked the dawn of precise player input, a critical aspect for future video games that allowed players to showcase skill and timing. The success of Pong prompted Bushnell to create a single-player variation, Breakout, wherein players aimed to hit a ball against a disappearing brick wall—effectively a one-player tennis game. Its brilliance significantly influenced the Japanese gaming landscape, leading to NAMCO’s entry into the arcade scene. Additionally, it inspired Tomohiro Nishikado in developing Space Invaders in 1978, laying the groundwork for the entire Shoot ’em up genre.




Before his passing in 2009, Ralph Baer showcased a prototype of the “brown box,” the first console. Photo: Jens Wolf/AP

Tennis simulations also played a crucial role in the rise of home computer gaming in the 1980s. Games like ZX Spectrum’s Match Points and International Tennis on the Commodore 64 delivered an engaging, easy two-player experience, contrasting with the more complex football simulations. This accessibility drew in gamers, and Nintendo capitalized on this with titles like Mario Tennis and Wii Sports, which became some of the most beloved sports games.

As consoles evolved, tennis games became staple titles across generations, often drawing in those new to gaming. While not boasting the flashy allure of soccer or basketball simulations, they maintained appeal for casual players. Titles such as Namco’s smash court, Codemasters’ Pete Sampras Tennis, 2K’s Top Spin, and Sega’s Virtua Tennis enriched the fundamental concept of rallying the ball over the net. Tennis uniquely features a confined play area that provides extensive enjoyment, intricate skill mechanics, and an easily understood ruleset within a concentrated, single-screen environment.

Have you ever found yourself waiting in line outside scientific research establishments in Upton, New York, in the fall of 1958, playing Space Blaster or Kung Fu games? I doubt it—it would have seemed uncomfortable and enigmatic to many attendees. Take a look at Computer Space, the first commercial space shooter arcade game released in 1971, designed by Nolan Bushnell and Ted Dabney. It performed modestly, but Pong’s success transformed the gaming landscape. Its controls were overly complex, and the abstract concepts were off-putting. Tennis subtly became the gateway for video games, adeptly infiltrating homes and entertainment venues, creating a new cultural phenomenon.

What to Play




Retro Treat… Armageddon of the Worm: Anniversary Edition. Photo: Team 17

I’m inclined to recommend a tennis game—classics like Virtua Tennis or Top Spin 4 come to mind—but for a twist, consider Worms Armageddon: Anniversary Edition. This modern take on the beloved 1999 title is a chaotic, multiplayer turn-based game where players eliminate opponents using an arsenal that includes sheep launchers, banana bombs, and concrete donkeys.

It’s an absurdly entertaining experience, demanding profound tactical thought and mastery over angles and trajectories. The game also unlocks access to previous titles from the Mega Drive and Game Boy series—an excellent deal.

Available on: PS5, Switch, Xbox
Estimated playtime: 10 hours to 25 years

What to Read




£80 Pop…Mario Kart World. Photo: Nintendo
  • A pressing issue: Video Game Prices on the Rise. Continuing The BBC has reported on consumer grievances regarding video game costs, with major titles reaching up to £80. Increased production and development expenses contribute to this surge, yet attention should also be directed towards the hefty salaries of CEOs in certain industries.

  • Curious about how Metacritic operates? GamesIndustry.biz interviewed the founder to uncover the science behind score aggregation. Several intriguing discussions arose, including the practice of linking game publisher bonuses to the latest project metascore.

  • Certain sites, such as IGN, have covered recent comments from former Xbox executive Laura Fryer on the end of Xbox hardware. The announcement about Microsoft’s future strategies, including the ROG Xbox Ally X Handheld PC, sheds light on potential changes ahead.

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What to Click

Question Block




I love your console… Sega Mega Drive. Photo: Keith Stuart/Guardian

This inquiry is from Johnny Biscuits:

“Five years ago, numerous media commentators claimed that the PS5/Xbox Series X would be the final generation of consoles. What is the current opinion?”

As mentioned, early Xbox employee Laura Fryer has suggested winding down hardware development in favor of Microsoft’s focus on Xbox applications across various platforms. This shift is becoming increasingly evident, particularly with announcements like the ROG Xbox Ally and the Meta Quest 3S Xbox Edition, as well as Samsung integrating Xbox titles into their smart TVs. However, Microsoft recently announced a multi-year partnership with AMD that includes plans for “future Xbox consoles.” Conversely, Sony, lacking the extensive ecosystem available to Microsoft through Windows, recently reiterated its commitment to dedicated consoles, especially given the PS5’s sales of around 78 million units. Additionally, rumors about a Switch 2 have emerged, with the latest model surpassing 3.5 million units sold within its first four days.

In conclusion, I don’t anticipate devoted gaming consoles disappearing anytime soon. They remain more cost-effective than assembling and maintaining a gaming PC while providing a more stable gaming experience than streaming alternatives. After a five-year stretch that prioritized digital access and streaming ownership, game consoles continue to be cherished objects, evoking nostalgia along with being functional. It might seem unreasonable to cling to a bundle of plastic and circuitry, yet when that apparatus resembles the Mega Drive, Neo Geo, or PlayStation 5, it transforms into more than a mere device—it becomes a part of our entertainment culture.

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Last week in Push Button, we mistakenly attributed the direction of Walkabout to Peter Weir. It was, in fact, directed by Nicholas Roeg.

Source: www.theguardian.com