Before Pong, There Was Computer Space
thereader.mitpress.mit.edu
thereader.mitpress.mit.edu
I also got to play Spacewar!, the 1962 progenitor of Computer Space. It was running on an computer with an oscilloscope-like display residing in a lab I was using somewhere on campus. In that game there was a central "sun" that exerted a gravitational pull.
Games from the mid 1970s were, to me, notably better. I liked Lunar Lander which ran on the CDC 6600 operator terminal[1]. This was a dual screen system employing two good sized circular screens! They were vector graphics screens (like oscilloscopes). The mainframe operators let me into the machine room only a few times after hours and let me play the game on what was certainly the most expensive solo video game system I've ever used.
Another early game that I found fascinating was 0Airfight, it ran on the University of Illinois PLATO system[2], a very early time-sharing system that had a few thousand terminals. This was a 3D dogfight (with very primitive graphics) and the first networked player vs player game I ever played.
Finally, I played an arcade game in an airport around 1978 that was the first version of snakes[3] that I had ever seen. This inspired me to implement it myself using Pascal on a TI 990 micro controller; it was the first game I ever programmed. I was working at Texas Instruments, and I got to go to Munich to demo it at an Electronica trade show[4]; I met with engineers from Mercedes Benz, but I don't think they adopted our Pascal tool-chain for their automotive electronics.
[1] https://en.wikipedia.org/wiki/CDC_6000_series#The_6700
[2] https://en.wikipedia.org/wiki/PLATO_%28computer_system%29
https://apps.kde.org/kspaceduel/
It's a great game! It has been updated to work with latest KDE and Qt, but it's otherwise unchanged from the KDE 2.x times (as far I can remember)
For the original Spacewar! running in emulation, see https://www.masswerk.at/spacewar/
> This made it possible for players to use strategy – for example, allowing players to whip their ships around the star.
That's not a strategy, that's a tactic.
These adventure games were developed on a Unix minicomputer and executed in a custom VM that could fit both the engine and game onto 48-64k RAM available on the microcomputers that customers had.
I'm guessing you meant "were" not "where".