Author’s note: I originally intended for this post to cover adventure games, computer role-playing games, wargames and other simulations, a brief look at the home video game market, and finally the rise of hybrids that fused home video game systems with personal computers. In the grand scheme of the story about personal computers that I am trying to tell, it probably does not make sense to lavish nearly 7,000 words on early adventure games alone, but it’s a topic of personal interest to me and the tale grew in the telling.

Play was central to the formation of personal computer culture. For the early hobbyists who were fascinated by the guts of the machine, the computer was a plaything in and of itself. Many of those who joined the hobby in 1975 or 1976 did so because of games: they …

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