Lemma

Tennis for Two

Built in three weeks from a missile-trajectory circuit and shown on a five-inch oscilloscope, this electronic tennis match drew hundreds of visitors to a nuclear physics lab and is often called the first video game.

An oscilloscope screen displaying a side-view tennis court with two handheld controllers in front of it.
A modern recreation of the 1958 game Tennis for Two, showing the oscilloscope display and controllers.One Controller Uploaded by JohnnyMrNinja / CC BY 2.0 (used under fair use), via Wikimedia Commons

Tennis for Two is an electronic tennis game designed in 1958 by American nuclear physicist William Higinbotham for the annual visitors’ day at Brookhaven National Laboratory in Upton, New York, and is frequently credited as one of the earliest video games ever built, though its status as the first has been disputed since research uncovered several electronic games that preceded it.323 Games such as the cathode-ray tube amusement device patented by Thomas T. Goldsmith Jr. and Estle Ray Mann in 1947, the Nimrod computer built in 1951 to play Nim, and OXO, a noughts-and-crosses game written for the EDSAC computer in 1952, all antedate it.217

Historians nonetheless continue to accord Tennis for Two a prominent place in early video game history as arguably the first entertainment product created on a computer and the first to feature moving graphics under player control.32 Displayed on the five-inch screen of an oscilloscope and driven by an analog computer, it presented a side view of a tennis court on which two players volleyed a bouncing dot across a net using handheld controllers.815 It was first shown to the public on October 18, 1958.911

Higinbotham, then head of Brookhaven’s Instrumentation Division, created the game as a public-relations exhibit for the laboratory’s fall open days, at which thousands of visitors toured the government research facility.1517 He had found the annual displays static and dull — mostly photographs, posters, and inert machinery — and wanted something interactive, later writing that “it might liven up the place to have a game that people could play, and which would convey the message that our scientific endeavors have relevance for society”.1117 The idea came from the instruction manual for the lab’s Donner Model 30, a vacuum-tube analog computer, which described how the machine could be hooked to an oscilloscope to plot the trajectory of a bouncing ball complete with gravity and wind resistance; the bouncing ball reminded Higinbotham of tennis.117

Higinbotham sketched out the initial design in a couple of hours and spent a few days preparing a final specification based on components available in the lab.115 The device was largely built by technician Robert V. Dvorak, who assembled it over roughly three weeks before he and Higinbotham spent a day or two debugging it.110 Higinbotham made the drawings and Dvorak built a patchboard from them, correcting circuits that did not work until the game ran in time for the tour.10 Official blueprints were drawn up by design engineer Alexander Elia based on Higinbotham’s originals.10 The circuitry consisted mostly of resistors, capacitors, and relays, but incorporated recently commercialized germanium transistors as fast switches for the rapid time-sharing needed to draw the court, net, and ball on screen while the ball was in play.1517

The display showed a side view of a tennis court rendered as a long horizontal line for the ground and a short vertical line for the net, with the ball appearing as a bright moving dot that left trails as it bounced.18 Each player used a controller with a knob and a button: the knob set the angle of the shot, and the button hit the ball.915 Gravity, wind speed, and bounce were all simulated — a ball striking the net rebounded lower than one bouncing off the ground — and when the ball went out of bounds a reset button returned it to the start; players kept score themselves.615 Four of the computer’s operational amplifiers generated the ball’s motion while six others sensed when it struck the ground or net and switched control to the appropriate side.17

The exhibit was an immediate success, with hundreds of visitors lining up for a turn while scientists at neighboring booths looked on at their own deserted displays.915 Higinbotham later attributed the crowds less to the game’s brilliance than to the dullness of the other exhibits, remarking that “the long line of people I thought was not because this was so great but because all the rest of the things were so dull”.15 A revised version appeared at the 1959 visitors’ day featuring a larger screen and the ability to vary gravity, allowing players to simulate tennis on the Moon or Jupiter.215 After 1959 the game was retired and its oscilloscope and computer reassigned to other tasks, and the original was dismantled about a year after its debut.158

Gameplay footage and commentary on Tennis for Two, positioning it in the early history of computer games. Dan C / Watch on YouTube

Higinbotham, who had graduated from Williams College in 1932 and studied physics at Cornell University, had worked on radar displays at MIT’s Radiation Laboratory and on timing circuits for the atomic bomb at Los Alamos during the Manhattan Project before joining Brookhaven in the late 1940s.153 He never patented Tennis for Two — he already held some twenty patents but did not consider the game particularly innovative, and as a government employee any patent would have belonged to the United States.1517 His principal career interest was nuclear nonproliferation; he was a founder and first chairman of the Federation of American Scientists, and by his death in November 1994 was better known for the game than for his arms-control work.915

Tennis for Two was largely forgotten for two decades and, according to the video game historian who runs the site They Create Worlds, existed too briefly to influence later developments in the industry.1 It gained new notoriety in the 1970s when lawyers defending arcade companies against a patent suit brought by Magnavox discovered the game and unsuccessfully attempted to portray it as prior art invalidating Ralph Baer’s television-gaming patents.115 Higinbotham was called to testify in patent litigation that continued into the 1980s, which is one reason the game is far better documented than most of its contemporaries.1 It entered wider public awareness after Creative Computing magazine, whose editor David Ahl had played it at Brookhaven as a high-school scholarship winner in 1958, ran a feature on it in October 1982.110

That article led to the game being considered the first video game until deeper research in the late 2000s uncovered earlier programs.1 Its status has been disputed on the grounds that several electronic games preceded it: the cathode-ray tube amusement device patented by Thomas T. Goldsmith Jr. and Estle Ray Mann in 1947, which required a screen overlay; the Nimrod computer built in 1951 to play Nim; and OXO, a noughts-and-crosses game written for the EDSAC computer in 1952.214 Historians nonetheless continue to give Tennis for Two pride of place in early video game history as arguably the first entertainment product created on a computer and the first to feature moving graphics under player control.12

The original was never preserved, but in 1997 physicist Peter Takacs and colleagues at Brookhaven recreated it for the laboratory’s 50th birthday using the original circuit schematics, substituting modern solid-state operational amplifiers because they could not locate an original vacuum-tube Donner Model 30.1211 The rebuild took about three months and suffered from voltage spikes that blew out the sensitive solid-state chips, requiring protective circuits.1112 Takacs’s team later acquired a Donner Model 3400 analog computer and worked to restore the game to its original 1958 configuration.812 A working recreation was displayed again for the game’s 50th anniversary in 2008.1116 The William A. Higinbotham Game Studies Collection at Stony Brook University preserves records and artifacts documenting the game.19

A photograph of the 1959 Tennis for Two apparatus.
The 1959 version of Tennis for Two, revised with a larger screen and adjustable gravity.https://www.flickr.com/photos/brookhavenlab/3148601792/ / Public domain (used under fair use), via Wikimedia Commons

Sources

1videogamehistorian.wordpress.com

Blog post examining Tennis for Two, the 1958 computer game designed by William Higinbotham at Brookhaven National Laboratory and its significance in video game history.

videogamehistorian.wordpress.com · retrieved Jul 11, 2026
2www.cbc.ca

CBC News article about the 50th anniversary of Tennis for Two and its role as a pioneering video game created by Higinbotham and built by…

cbc.ca · retrieved Jul 11, 2026
3web.archive.org

Archived blog post discussing Tennis for Two's design, creation, and historical importance as an early computer game and its role in patent litigation.

web.archive.org · retrieved Jul 11, 2026
6web.archive.org

Atari Magazines archived article crediting William Higinbotham with inventing the video game through Tennis for Two at Brookhaven in 1958.

web.archive.org · retrieved Jul 11, 2026
8web.archive.org

Brookhaven Lab science blog detailing the recreation of Tennis for Two for the lab's 50th anniversary using original circuit schematics and hardware restoration.

web.archive.org · retrieved Jul 11, 2026
9web.archive.org

CBC News archived article about Tennis for Two's 50th anniversary, Higinbotham's life, and the game's influence on the video game industry.

web.archive.org · retrieved Jul 11, 2026
10web.archive.org

DOE accomplishments page describing how Tennis for Two was created at Brookhaven in 1958 and its significance as a pioneering video game.

web.archive.org · retrieved Jul 11, 2026
11web.archive.org

NBC News article examining Tennis for Two's anatomy and its status as a 1958 science experiment that preceded commercial video games like Pong.

web.archive.org · retrieved Jul 11, 2026
12scienceblogs.com

ScienceBlog post by physicist Peter Takacs describing the technical challenges of recreating Tennis for Two in 1997 for Brookhaven's anniversary.

scienceblogs.com · retrieved Jul 11, 2026
14Pong-Story : Tennis for Two computer game (1958)

Pong Story website archive hosting John Anderson's firsthand account of visiting Higinbotham and learning about the creation of Tennis for Two.

pong-story.com · retrieved Jul 11, 2026
15first-video-game | American Physical Society

American Physical Society article on physicist William Higinbotham inventing Tennis for Two in October 1958 at Brookhaven National Laboratory.

aps.org · retrieved Jul 11, 2026
16History of Computing Series: Tennis for Two and Early Computer Games · Parker Shaw

Computing history blog entry tracing Tennis for Two's development in 1958 and its place as an early computer game predating Pong.

parkershaw.co.uk · retrieved Jul 11, 2026
17BNL | History:The First Video Game?

Brookhaven National Laboratory official page describing Tennis for Two as an early video game created by physicist William Higinbotham in 1958.

bnl.gov · retrieved Jul 11, 2026
19When Games Went Click: The Story of Tennis for Two - Stony Brook University Libraries

Stony Brook University Libraries page about a documentary chronicling Tennis for Two's development and recreation at Brookhaven National Laboratory.

library.stonybrook.edu · retrieved Jul 11, 2026
21History of Information

History of Information database entry identifying William Higinbotham's Tennis for Two as the first video game created in 1958 at Brookhaven.

historyofinformation.com · retrieved Jul 11, 2026
22Tennis for Two - Racquet

Racquet Magazine article exploring Tennis for Two as the first tennis video game and its lasting influence on the video game genre.

racquetmag.com · retrieved Jul 11, 2026
23T42 - Tennis for Two | MEGA - Museum of Electronic Games & Art

Documentation of a fully functional analog reconstruction of Tennis for Two, the 1958 pioneering electronic game by William Higinbotham.

m-e-g-a.org · retrieved Jul 11, 2026

Lineage / Influences

Influenced by

longnoughts-and-crosses game written for EDSAC in 1952, preceding Tennis for Twolongcomputer for which the earlier game OXO was writtenlongcited as an earlier electronic game preceding Tennis for Twoshortits manual described plotting a bouncing ball’s trajectory with gravity and wind resistance, which reminded Higinbotham of tennis

Influenced

shortthe game was unsuccessfully offered as prior art to invalidate Baer’s television-gaming patentsshortlawyers defending arcade companies against Magnavox’s patent suit tried to use the game as prior art against Ralph Baer’s patents
Written by Lemma, an encyclopedia of art and inspiration. Every claim above is tied to a source in the margin — follow them wherever they lead. Generated reference text; check the sources before relying on it.