Sometimes a simple idea proves more powerful than dozens of complex concepts — that’s how the game Simon emerged in the 1970s, leaving a significant mark on the history of electronic entertainment. Four bright buttons, light signals, and tones resembling musical notes — all of this combined into a simple yet unexpectedly captivating memory game. Behind this minimalism stood a clever engineering idea, born at the intersection of video games, sound experiments, and the desire to create something truly new.
History of the game
The idea for Simon came from Ralph Baer and Howard Morrison — engineers closely associated with the development of early video games. Baer was already known as the “father of video games” for creating the Magnavox Odyssey — the first home video game console. The inspiration for Simon came from an Atari arcade game called Touch Me, where players had to remember audio and visual signals.
However, in Baer’s view, Touch Me was clumsy and unsuccessful. He and Morrison decided to refine the concept: improve the sound, make the controls more intuitive, and design more appealing. Together with programmer Lenny Cope, they created a device capable of playing sequences of lights and sounds that the player had to repeat. In 1978, their game was released by Milton Bradley — one of the largest board and electronic game manufacturers in the United States.
Simon was an instant hit. In 1978, the game was presented at the International Consumer Electronics Show in Chicago and immediately drew attention. The demo attracted interest from journalists, retailers, and visitors, quickly bringing the new product to store shelves.
The device with four buttons — green, red, blue, and yellow — played clear musical tones in a specific sequence. The player had to repeat the sequence, which grew longer with each round. The combination of light and sound created an engaging effect and encouraged players to improve their performance.
Simon quickly gained popularity in the U.S. and beyond. By the early 1980s, it was being produced in other countries, including the UK, Canada, and Germany, and the brand continued to evolve: new versions like Simon 2, Pocket Simon, Simon Stix, and later electronic remakes and mobile apps were released. Each new edition aimed to preserve the spirit of the original while adding new modes, compactness, or visual effects. Simon became not just a toy but an icon of its era — an example of how a simple concept can achieve cult status.
Fun facts
- Each of Simon’s four buttons was accompanied by a unique sound based on musical tones — C, E, G, and B — making the game not only visually expressive but also easily recognizable by sound, adding elements of rhythm and melody.
- The original casing of the game was inspired by the shape of a drum: the round body with four segments emphasized the connection between sound and action.
- The first batch of Simon was sold at $24.95 — about $120 today when adjusted for inflation — and even at that price, demand was so high that the game quickly sold out in stores.
- The game Simon also found use beyond entertainment: it was actively used in various cognitive studies, including research on short-term memory and concentration, thanks to its clear and progressively challenging structure.
- The name Simon refers to the children’s game “Simon says,” where players must follow only the commands that start with the phrase “Simon says” — a nod that highlights the core mechanic: attentive observation and precise execution.
- In 1999, the game Simon was inducted into the U.S. National Toy Hall of Fame as one of the most significant and influential inventions in the history of the entertainment industry.
Simon was one of the first games to successfully combine sound, light, and memory, paving the way for a new genre of interactive toys. The game spawned numerous clones and knockoffs and inspired dozens of developers. Today, it’s regarded as a classic, and original 1978 editions have become collector’s items.