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[In the first in a
series of Gamasutra-exclusive bonus material originally to be included in Bill Loguidice and Matt Barton's forthcoming book
Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario,
and the Most Influential Games of All Time, the duo presents a history of Pong,
the game that jumpstarted the game business, and some of the innovations it inspired.]
Although it wasn't the first, Atari's Pong was
the first video game to get the ball rolling -- or bouncing, as it were. Humble
even by contemporary standards, Pong was an effort to introduce a video
game so intuitive that even a child (or inebriated bar patron) could grasp it instantly.
It was in many ways a reaction to the first commercial arcade video game, Computer
Space, from 1971, an
overly ambitious effort based on Spacewar!, a pioneering mainframe computer-based space combat simulation
from the 1960s developed by and for engineers (which will be covered in an
upcoming article, "Spacewar!
(1962): The Best Waste of Time in the History of the Universe").
Unfortunately, Computer Space proved
too complex for the first wave of would-be gamers to handle. Whereas Computer
Space had boldly gone where no coin-op had gone before, Pong merely
asked players to "avoid missing ball for high score." The banal but
intuitive gameplay made it the right game at the right time.
In 1972, most
Americans were just getting used to color television; the idea of playing an
actual game on a TV screen was revolutionary. What Pong really achieved,
then, was demonstrating to the masses that computers were far more than
esoteric tools for engineers and rocket scientists. It was the TV game of the
future -- a future they were now part of.

A classic image of Pong as displayed by the Coleco Telstar Alpha home system.
The modern video game industry was born on November 29,
1972, in Andy Capp's Tavern
in Sunnyvale, California. The game was Pong, a machine recently constructed by Al Alcorn, an
engineer working for gaming entrepreneurs Nolan Bushnell and Ted Dabney, who
had recently incorporated under the name "Atari."
As
curious patrons gathered around the machine, others plunked quarters into its
slot. Although the patrons that night were undoubtedly enthusiastic, we can
only wonder if any were aware that history was being made.
Here was the dawn of a new form of entertainment, a
medium that asked for more than eyeballs and silence. For too long people had
been asked to watch passively as others performed for them. Now they were asked
to perform themselves, to become part of the action on the screen.
Three
decades and hundreds of thousands of video games later, we can only imagine
what it must have been like to be a patron in Andy Capp's Tavern that night,
marveling at the modest machine that Alcorn had built with a few cheap parts
and a $75 black-and-white television from a Walgreens drug store.
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http://gmc.yoyogames.com/index.php?showtopic=377083
Link to download in first post.
It is curious that the book sorts the chapters alphabetically instead of chronologically. One would think some games depended on previous launched ones in order to have achieved what they did.
Ever heard of Chainmail?
[citation needed]
This sounds very UL-ish, much like the myth about the Nova not selling well in Spanish speaking countries.
First of all, it is refreshing to see that some us still remember that a hacker writes code and a cracker breaks code. Thank you. =)
You are correct about Pong jump starting the industry. I don't know how anyone could argue.
@Tim Carter
As for the influence of fantasy role playing, that's (somewhat) valid. But, it's important for people to consider how women feel about bloody combat with swords, elves, and magic. Frankly, the majority of them could care less...
Pong was something everybody could play, understand, and enjoy. It's legacy is set in stone.