Gameroom Tele-Pong
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Gameroom Tele-Pong
The ''Gameroom Tele-Pong'' (sometimes also called ''Entex Gameroom Tele-Pong'' or ''ENTEX Gameroom Tele-Pong'') is a dedicated first-generation home video game console developed, published and marketed by Entex Industries starting in 1976.ENTEX Gameroom Tele-Pong
OLD-COMPUTERS.COM Museum
It had a price of US$60. The Gameroom Tele-Pong displays the in black and white. The score is built in the console. It does have sound. The Gameroom Tele-Pong is similar to the first Japanese video game console, 's ''

Entex Industries
Entex Industries, Inc. was an American toy and electronic game manufacturer based in Compton, California. The company was active during the 1970s and 1980s. Background The company was formed in 1970 by ''G.A. (Tony) Clowes'', ''Nicholas Carlozzi'' and ''Nick Underhill''. It was based at 303 West Artesia Blvd, Compton. Its name was derived from taking Nicholas' and Tony's initials and adding an 'X' on the end to form ''NTX'', which when spoken sounds like ''Entex''. Nick Underhill's initial was not included as he had joined the company after the name had already been chosen, but before it opened for business. The company logo consisted of an RAF bullseye with a smiling face in the middle. In 1980, the company achieved sales in excess of $100 million. The company folded in the early eighties, due in part to increasing competition from video game consoles and computer games which quickly became a preferred form of entertainment, much to the cost of the electronic games industry. P ...
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Dedicated Console
A dedicated console is a video game console that is limited to one or more built-in video game or games, and is not equipped for additional games that are Digital distribution in video games, distributed via ROM cartridges, Compact disc, discs, downloads or other digital media. Dedicated consoles were popular in the first generation of video game consoles until they were gradually replaced by Second generation of video game consoles, second-generation video game consoles that use ROM cartridges. History Most of the earliest home video game systems were dedicated consoles, most popularly ''Pong'' and its many imitators. Unlike almost all later consoles, these systems were typically not computers (in which a CPU is running a piece of software), but contained a Hardwired control, hardwired game logic. In the late 1970s, ROM cartridge-based systems, beginning with the Fairchild Channel F, had risen to prominence during the second generation of video game consoles due to the succes ...
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Home Video Game Console
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage. There have been numerous home video game consoles since the first commercial unit, the Magnavox Odyssey in 1972. Historically these consoles have been grouped into generations lasting each about six years based on common technical specifications. , there have been nine console generations, with the current leading manufacturers being Sony, Microsoft, and Nintendo, colloquially known as the "Big 3". Overview A home video game console is a pre- designed piece of electronic hardware that is meant to be placed at a fixed location a ...
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1976 In Video Gaming
1976 was a mixed year for the expansion of the video game industry. While the consumer market in the United States for dedicated home consoles saw significant growth, the coin-operated video game market saw a decline despite individual hits. The year also marked the availability of some of the first computer game software for microcomputers, growing out of the hobbyist market. In the U.S coin-operated games market, video games were largely stalled due to the reemergence of pinball as a popular category. Licensed tables like Bally’s ''Wizard'' (1975) and the creation of successful tables utilizing solid-state electronics allowed pinball to outpace video games. Smaller companies – particularly those who relied on the cocktail table market – failed to keep pace and many new games were not successful. Several of the top earning games of the year were the same as those of the year prior with only a few standout releases such as '' Sea Wolf''. Home consoles saw an explosion ...
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Television
Television (TV) is a telecommunication medium for transmitting moving images and sound. Additionally, the term can refer to a physical television set rather than the medium of transmission. Television is a mass medium for advertising, entertainment, news, and sports. The medium is capable of more than "radio broadcasting", which refers to an audio signal sent to radio receivers. Television became available in crude experimental forms in the 1920s, but only after several years of further development was the new technology marketed to consumers. After World War II, an improved form of black-and-white television broadcasting became popular in the United Kingdom and the United States, and television sets became commonplace in homes, businesses, and institutions. During the 1950s, television was the primary medium for influencing public opinion.Diggs-Brown, Barbara (2011''Strategic Public Relations: Audience Focused Practice''p. 48 In the mid-1960s, color broadcasting was ...
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First Generation Of Video Game Consoles
In the history of video games, the first generation era refers to the video games, video game consoles, and handheld video game consoles available from 1972 to 1983. Notable consoles of the first generation include the Odyssey series (excluding the Magnavox Odyssey 2), the Atari Home Pong, the Coleco Telstar series and the Color TV-Game series. The generation ended with the Computer TV-Game in 1980 and its following discontinuation in 1983, but many manufacturers had left the market prior due to the market decline in the year of 1978 and the start of the second generation of video game consoles. Most of the games developed during this generation were hard-wired into the consoles and unlike later generations, most were not contained on removable media that the user could switch between. Consoles often came with accessories and cartridges that could alter the way the game played to enhance the gameplay experience as graphical capabilities consisted of simple geometry such as ...
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Video Game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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Epoch Co
In chronology and periodization, an epoch or reference epoch is an instant in time chosen as the origin of a particular calendar era. The "epoch" serves as a reference point from which time is measured. The moment of epoch is usually decided by congruity, or by following conventions understood from the epoch in question. The epoch moment or date is usually defined from a specific, clear event of change, an ''epoch event''. In a more gradual change, a Point of no return, deciding moment is chosen when the ''epoch criterion'' was reached. Calendar eras Pre-modern eras * The Yoruba calendar (''Kọ́jọ́dá'') uses 8042 BC as the epoch, regarded as the year of the creation of Ile-Ife by the god Obatala, also regarded as the creation of the earth. * ''Anno Mundi'' [lit. "Year of the World"] (years since the creation of the world) is used in ** the Byzantine calendar (5509 BC). ** the Hebrew calendar (3761 BC). * The Mesoamerican Long Count Calendar uses the creation of th ...
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TV Tennis Electrotennis
The TV Tennis Electrotennis (Japanese: ''テレビテニス'', Hepburn romanzination: ''Terebitenisu'', meaning ''Television Tennis'', commonly abbreviated as TV Tennis or Electrotennis) is a dedicated first-generation home video game console that was released by Epoch Co. (developed in cooperation with Magnavox) on September 12, 1975, for 19,000 Japanese yen only in Japan. It was the first video game console released in Japan. It was released several months before the release of Home Pong in North America. One unique feature of the TV Tennis Electrotennis is that the console is connected wirelessly to a TV, functioning through an UHF antenna.Martin PicardThe Foundation of Geemu: A Brief History of Early Japanese video games ''International Journal of Computer Game Research'', 2013 Depending on the source, it sold about 10,000, 20,000 or 3 million units in its lifetime, including about 5,000 units in the first year. Legacy The successor of the TV Tennis Electrotennis is the ...
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Binatone
Binatone is a British-Chinese telecommunications company. Binatone was started in the United Kingdom in 1958 by two brothers, Gulu Lalvani and Partap Lalvani, to import and distribute consumer electronics. The company was named after their sister, Bina. Binatone manufactures products under its own brand apart from utilising the AEG and Motorola brands under licence. History Binatone TV Master Mk IV Binatone Trend wall phone from the early 2000s Between 1976 and 1979, Binatone produced the "Binatone TV Master" series of first generation video game consoles. In 1983 Binatone was the first in Europe with fixed-line consumer products that could be bought at electronics retailers. This marked the beginning of a gradual change from Binatone's focus on audio and vision to telecom products. In 2008, Dino Lalvani, son of Gulu Lalvani, purchased the company from his father and took over as chairman. Binatone was the official shirt sponsor of Queens Park Rangers Football Club fro ...
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MobyGames
MobyGames is a commercial website that catalogs information on video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...s and the people and companies behind them via crowdsourcing. This includes nearly 300,000 games for hundreds of platforms. The site is supported by banner ads and a small number of people paying to become patrons. Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022. Site features Edits and submissions go through a leisurely verification process by volunteer "approvers". This can range from immediate (minutes) to gradual (days or months). The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copyediting. ...
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Video Game Consoles
A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles. Video game consoles are a specialized form of home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that create co ...
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