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The History Of Pong: Avoid Missing Game to Start Industry
 
 
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Features
  The History Of Pong: Avoid Missing Game to Start Industry
by Matt Barton, Bill Loguidice
10 comments
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January 9, 2009 Article Start Previous Page 2 of 6 Next
 

The story of Pong has been told many times, and of course it makes for a more compelling story if the game's precursors aren't mentioned. Bushnell and Alcorn, much like Jobs and Wozniak (the two Steves who founded Apple), are cultural heroes who are too often portrayed as mad scientist-types, geniuses who woke up one morning, shouted "Eureka!" and went about creating the world's first video games and personal computers, respectively.

As we've seen already, however, Pong was not even the first coin-operated video game, much less the first video game. It wasn't even the first video game based on "pinging" a ball back and forth across a screen, not by a long shot. To begin then, we must recap the events that led up to that fateful day in November 1972.

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The origins of today's computing power can be traced to World War II. The U.S. Army was on a continuous quest to gain the upper hand against the Axis Powers, and several promising projects -- and some not-so-promising -- were given funding on the chance that a few might be successful. One such proposal was to create a high-speed electronic device to calculate ballistics firing tables, which at the time was being performed manually by female mathematicians called "computers."

Development of the Electronic Numerical Integrator and Computer -- better known as ENIAC -- began in 1943; however, it did not become fully operational until 1946, when it became the first comprehensive reprogrammable digital computer.

Conceived and designed by John Mauchly and John Eckert, the room-sized ENIAC influenced the development of later increasingly smaller and more powerful computers from a variety of commercial companies, beginning the slow transition from centuries-old mechanical and analog paradigms to fully digital devices.

Unreliable and bulky vacuum tubes used into the 1950s were phased out in the 1960s by transistors that were more reliable, yet less expensive. These transistors were soon incorporated into the Integrated Circuit, or IC, where a large number of these semiconductor devices were placed onto small silicon chips.

Nevertheless, after several decades of innovation in circuitry and refinements in operation and utility -- including a switch to a stored-program methodology that offered a fully reprogrammable environment -- large and expensive mainframe computers still remained the norm.


A modern simulation of OXO running on the EDSAC mainframe.

Despite the size and cost restrictions that limited these computing systems to government and large institutions such as universities, games found their way onto even the earliest mainframes, starting the ongoing trend of implementing video games wherever a viable platform presented itself.

The first known instance of an actual implementation was Alexander Douglas's 1952 creation of OXO (also known as Naughts and Crosses), a simple graphical single-player-versus-the-computer tic-tac-toe game on the EDSAC mainframe at the University of Cambridge. Although more proof of a concept than a compelling gameplay experience, OXO nevertheless set the precedent of using a computer to play games.


A simulated screenshot of what Tennis for Two looked like.

The first known precursor of Pong debuted in 1958 on a visitors' day at the Brookhaven National Laboratory in Upton, New York. It was there that William Higinbotham and Robert Dvorak demonstrated Tennis for Two, a small analog computer game that used an oscilloscope for its display.

Tennis for Two rendered a moving ball that was affected by gravity (the first known use of physics[1] in a game) in a simplified side view of a tennis court. Each player could rotate a knob to change the angle of the ball, and the press of a button sent the ball toward the opposite side of the court.

As with OXO, few people got to experience Tennis for Two, but in many ways it can be considered the first dedicated video game system. Without the benefit of hindsight, this milestone was even lost on the game's creators, who, after a second visitors' day one year later, disassembled the machine's components for use in other projects.

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[1] Defined as the science of matter and energy and their interactions, with a focus on the latter when it comes to videogames. 

 
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Comments

Gary Colabuono
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I'm certainly looking forward to this book, but since the roots are in coin-op will there be a section on Golden Tee? A lot of of old-timers like me still spin that trackball down at the pub.

Sean Parton
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For a very entertaining take at Pong, I recommend people look up "World of Pong", the very first "MMO" pong game.

http://gmc.yoyogames.com/index.php?showtopic=377083

Link to download in first post.

Bill Loguidice
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Thanks, Gary. It's a book on the greatest games of all time regardless of platform, though it does obviously have a fair share of arcade games as main topics or mentioned throughout the text. You can check out the book's main page here for more info on the contents: http://www.armchairarcade.com/neo/node/2214

Roberto Alfonso
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Wow, the book sounds really nice! I am awaiting the "Elite" bonus chapter, that was a game ahead of its time... even today very few games have the scope the original Elite had.

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.

Tim Carter
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I'm sorry but Pong did not start this industry.

Ever heard of Chainmail?

Bill Loguidice
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It's hard to argue that the industry as we know it today was not started by Pong, Tim. Obviously there were many things that had to happen before, during and after (which we discuss here and in other chapters), but Pong is the one game that anyone can point to that first caught on with the general public, which is obviously key (if only a few people heard of or experienced something, was it particularly influential?). And if you're referring to Chainmail as the precursor to D&D, both of those were quite influential on our industry and the latter's influence is discussed throughout the book, as is Tolkien's, which undeniably influenced those.

Matt Ackeret
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"the unfortunate misconception that it would work only on Magnavox televisions"
[citation needed]

This sounds very UL-ish, much like the myth about the Nova not selling well in Spanish speaking countries.

Roberto Alfonso
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Well, remember the landfill with Atari ET cartridge... that was pretty outrageous... but true.

Bill Loguidice
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Hi, Matt Ackeret. While it does sound like a bit of an urban legend, all the evidence points to it being true. We didn't feel that a direct citation was necessary since we're merely repeating "common knowledge" and it's not supporting a particular argument. If you'd like a reference, though, check here: http://www.pong-story.com/odyssey.htm#P7 or refer to contemporary advertising or the fact that it was sold at Magnavox dealers. Probably the biggest single factor all told in the system's lack of enduring success, besides the fact that the system itself was often an afterthought in regards to profound gameplay elements (relying more on imagination, playing pieces, overlays, etc.), was the idea that it was the first home system. Being first often means conceptually you're foreign to people who in this case likely had a tough time with the idea that you were using the TV in an interactive manner. If time ever permits, I'd love to research and speak with people who were owners at the time and see if there was a perception that the Odyssey could "break" your TV. I'm sure that was a genuine fear, just like there was that fear with parents back in the early 80s that our use of modems would somehow break their phone or phone line.

Aaron Knafla
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@Bill Loguidice
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.


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