Gaming History, One Month at a Time

GTM-1979-11

November 1979

The busiest drawer of 1979: Asteroids, Microvision, Atari's 400/800 computers, Video Chess, Heiankyo Alien and late-year Space Invaders/Galaxian trade movement crowd the case.

AsteroidsMicrovisionAtari 400/800Video Chess

Gallery 01

News

Five researched moments from a year where arcade, home-computer and magazine evidence rarely lines up like a modern launch calendar.

01

November 1979

Asteroids reaches arcades

Atari's Asteroids is released in November, turning vector minimalism into one of the defining arcade experiences of the coming year.

Asteroids vector field

02

November 1979

Atari 400 and 800 begin shipping

After their January showing, Atari's home computers ship in November, bringing custom graphics and sound into the domestic computer conversation.

Atari shipping label

03

November 1979

Microvision launches the cartridge handheld idea

Milton Bradley's Microvision arrives as the first cartridge-based handheld system, a fragile but fascinating branch of portable gaming history.

Handheld cartridge

04

November 1979

Intellivision begins limited test-market life

Mattel's Intellivision appears in limited US test markets, still far from ordinary UK awareness.

Test-market price card

05

November 1979

Atari Video Chess finally appears

Atari's long-delayed Video Chess reaches the VCS, a prestige cartridge that makes the tiny console perform a difficult board-game trick.

Chess cartridge

Gallery 02

Releases

Eight November-window releases and launch items, with regional caveats kept visible.

November 1979Arcade

Vector arcade landmark

Asteroids

Atari's vector asteroid field, a minimalist cabinet that became a giant arcade presence.

November 1979Atari VCS

Prestige cartridge

Video Chess

A delayed but technically impressive Atari chess cartridge, sold as a premium home-console release.

November 1979Microvision

Handheld launch game

Block Buster

The Microvision pack-in/launch game, turning a handheld LCD unit into a cartridge platform rather than a single fixed toy.

November 1979Apple II

Apple II invader clone

Super Invader

A Space Invaders-inspired Apple II game from Creative Computing Software, later remembered as a home-arcade bridge.

November 1979Arcade

Taito lunar action

Lunar Rescue

Taito's lunar-themed arcade game, arriving in the same year that Lunar Lander made descent and fuel part of arcade play.

November 1979Arcade

Maze trap design

Heiankyo Alien

A Japanese maze game whose trap-and-bury play stands apart from simple shooting, with roots in university computer culture.

November 1979Atari 400/800

Atari computer launch shelf

Basketball

A launch-window Atari 8-bit cartridge, showing how Atari brought sports and console thinking into its new computer line.

November 1979Arcade

North American debut caveat

Space Invaders Deluxe / Part II

Midway debuted the North American version around November before mass production in January 1980.

Gallery 03

Hardware

Four hardware/context objects explaining the month without pretending Britain had a mature games retail shelf yet.

Milton Bradley Microvision

The first cartridge-based handheld console: primitive, expensive, and historically startling because it makes portable interchangeable games visible a decade before Game Boy.

Released November 1979Interchangeable cartridgesLCD handheld

Atari VCS as the home reference point

In November 1979 the Atari VCS was not yet the renamed 2600, but it was becoming shorthand for home videogames in North America. In Britain it remained aspirational, expensive, and less ordinary than the arcade.

Cartridge consoleWoodgrain-era identityPre-2600 name

Arcade cabinets as the premium display

The most advanced game experiences were still cabinets: dedicated controls, loud sound, glowing marquees and operators choosing what deserved floor space.

Coin-op cultureDedicated hardwareLocation-based play

Home computers before the UK bedroom boom

The Apple II, PET, TRS-80, Nascom and other early machines made games programmable, but they were not yet the cheap British home-micro explosion of 1982.

BASICCassette or diskMagazine listings

Gallery 04

Magazine Covers

In 1979, the magazine was often the map: part catalogue, part classroom, part rumour network.

November 1979

Practical Computing

Practical Computing belongs to the 1979 map of play: not always a games magazine, but part of the paper network that taught people what small computers and arcade culture meant.

November 1979

Personal Computer World

Personal Computer World belongs to the 1979 map of play: not always a games magazine, but part of the paper network that taught people what small computers and arcade culture meant.

November 1979

BYTE

BYTE belongs to the 1979 map of play: not always a games magazine, but part of the paper network that taught people what small computers and arcade culture meant.

November 1979

Creative Computing

Creative Computing belongs to the 1979 map of play: not always a games magazine, but part of the paper network that taught people what small computers and arcade culture meant.

Gallery 05

Online Life

Online play existed at the edge of institutions and networks, but most players lived in an offline culture of paper, coins and local knowledge.

Online life was mostly not a visitor experience yet

For most players in November 1979, games were discovered through arcades, shops, magazines, clubs and word of mouth. The web did not exist, and domestic online play was not part of ordinary gaming life.

MUD1 existed, but behind institutional doors

Roy Trubshaw and Richard Bartle's MUD work at the University of Essex belongs to this era, but it was a university/mainframe culture, not something a high-street player would casually log into at home.

Printed listings were the practical network

For home-computer owners, the closest thing to downloading a game was often typing a listing from a magazine, saving it to cassette, and hoping the checksum of human patience held.

The arcade was a live feed

Scores, tricks and rumours updated by watching other people play. A good cabinet in a cafe, arcade or seaside amusement hall could teach faster than any printed manual.

Gallery 06

What It Felt Like

A month from the pre-specialist-games-magazine world: public cabinets, expensive machines and a future still forming.

01

The future was in public

The arcade future was suddenly a field of white vector rocks, spinning ships and pure panic.

02

The home version was still an idea

Home play split three ways: a VCS cartridge, a serious Atari computer, and a strange handheld that felt more like a sci-fi toy than a platform.

03

Britain felt it through arcades and magazines

For Britain, much of this was glimpsed through import news and magazines while the local arcade remained the place where the future actually took your coins.

04

Dates were not launch-day culture yet

The modern habit of exact worldwide release dates does not fit 1979 neatly. Games appeared through trade shows, operator routes, regional shipments, adverts and later memory.