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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.
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.
---
[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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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.