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It wouldn't be until 1962 that the most famous early
computer game, Spacewar!, blasted onto the scene. Initially designed by
Steve Russell, Martin Graetz, and Wayne Wiitanen, with later contributions from
Alan Kotok, Dan Edwards, and Peter Samson, the game was the result of brilliant
engineering and hundreds of hours of hard work.[2]
Developed on the DEC PDP-1 mainframe at MIT, Spacewar!'s
gameplay was surprisingly sophisticated and ambitious, pitting two spaceships
against each other in an armed duel around a star that exhibited gravitational
effects on the two craft. Each player controlled a ship via the mainframe's
front-panel test switches or optional external control boxes, adjusting each
respective craft's rotation, thrust, fire, and hyperspace (a random, evasive
screen jump that could cause the user's ship to explode).
Over the years, the
game was improved many times and inspired many clones and spiritual successors,
including the first commercially sold arcade video game in 1971, Computer
Space, which was designed by Bushnell and Dabney for Nutting Associates.
Unfortunately for the parties involved, Computer Space landed with a
thud.
Featuring a stunning, smooth-edged fiberglass cabinet
with metalflake chips embedded in the clearcoat finish[3]
that came in a range of colors, a large screen and a multibutton control panel
that wouldn't look out of place in an Apollo moon mission, Computer Space
was intimidating, particularly to a public that had never seen a video game.
Bushnell, who can perhaps best be described as an entrepreneur with a vision
and background in engineering, was able to identify the root cause of Computer
Space's failure -- it was implicitly designed for the enjoyment of his
engineering friends -- and banked on the simplicity of Pong, right down to its angular
wooden cabinet and controls, to drive the success of his new company, Atari.
Unfortunately for Bushnell's still undeniably impressive legacy, it has been
proven that he took the idea for Pong from inventor Ralph Baer, who
designed the first home video game console, the Magnavox Odyssey.
Baer conceived the basic ideas behind the Odyssey
during the 1950s, but his concept for a television video game was so novel that
he was unable to garner enough support to even build working prototypes until
the mid 1960s. His first attempt to build a home video game console was a
simple game of tag featuring two squares, which soon morphed into his "Brown
Box" prototype. The prototype included several additional diversions,
including target shooting and the pivotal paddle and ball games.
After being
rejected by several TV manufacturers, Baer finally signed an agreement in 1971
with Magnavox, who released a refined version of the prototype the following
year, renaming it the Odyssey Home Entertainment System (model 1TL200).
Although relatively limited in capabilities, requiring
considerable manual intervention and imagination from its players, the Odyssey
nevertheless had many basic features in its forward-thinking design that would
eventually become standard. These included detachable controllers, additional
controller options (a light rifle/gun), and interchangeable game cartridges.
The cartridges enabled play for each of the various activities, but in reality
these plug-in cards simply turned the console's built-in features on or off,
like a selector switch.
Twelve games were included with the system; ten more
were released separately. The Odyssey could display only white squares and
lines on a black background, so two different sizes of color overlays were
provided to enhance game play and accommodate different types of televisions.
In addition, many games also included external enhancements, such as playing
cards, maps, dice, and game boards. Much of the system's playability came from
the use of these accessories, as there was limited onscreen interaction. The
system registered only object collisions, and there was no sound or score
tracking.

The
original Magnavox Odyssey in its organizer case. Note the rolled-up television
overlays and extensive array of real-world playing pieces.
Perhaps the Odyssey's most enduring legacy, however,
was inspiring Bushnell at a Magnavox product demonstration in 1972. Later that
same year, Bushnell cofounded Atari, and with engineer Alcorn developed Pong,
which was clearly derivative of one of the Odyssey's paddle-and-ball games.
As Baer
puts it, "The fact that Nolan Bushnell developed Pong after he played a ping-pong game on an Odyssey 1TL200 at an
L.A. Magnavox dealership demo in May of 1972 is also well-known."[4]
Incidentally, although Baer credits Bushnell with the title of "father of arcade video games," he proclaims himself "the father
of home video games." We'll have
more to say about Baer in a moment.
"Mezrabad" described the Odyssey's Table
Tennis in a tongue-in-cheek
review for Armchair Arcade, where he pretends he's back in 1972 playing this
game with his son for the first time. The review shows the striking similarities
to Pong:
Table
Tennis uses both Player Spots, Ball Spot,
and Line Spot. It is the only Odyssey
game that uses Cart #1. It uses no
overlay. Cart #1 is inserted into the Odyssey's slot which automatically turns
the Odyssey "on" and it begins its "broadcast" to your TV.
Remember, this is only being broadcast to your TV. Don't call your
neighbors and tell them to please turn to channel 3 or 4 to watch you play Table
Tennis.
Table
Tennis is designed to help proud new
Odyssey owners learn how to manipulate the controllers of the Odyssey. Two
controllers come with the system. They are little white boxes with knobs on the
right and left sides. The left knob controls horizontal movement of the Player
Spot and the other knob controls the vertical movement of the Player Spot.
In
the center of the left knob is yet another knob which controls the "ENGLISH"
of the Ball Spot. I think "ENGLISH" refers to something in the
real-world game of billiards that governs how a ball's trajectory curves due to
its spin. This "ENGLISH" control allows a player to control the
trajectory of the Ball Spot after deflecting it with the Player Spot. The
Odyssey Manual always capitalizes the word "ENGLISH" so forgive me if
you think I'm shouting.
Oh, and I
guess I should make this clear. When I say a controller "controls"
the movement of a Player Spot, I mean that there's a little white
rectangle/square on YOUR TV SCREEN that moves depending on how you turn a knob
on your controller. Really! Yes, it is astonishing at first. Not since I
discovered the vertical hold dial have I had this much fun with my TV.[5]
---
[2]
Steve Russell developed the first version of the game in 1961. It wouldn't be
significantly and recognizably improved in a collaborative manner until the
1962 version. See http://tinyurl.com/3xhe5j.
[3]
See http://en.wikipedia.org/wiki/Image:Nutting_ComputerSpace-Blue.JPG.
[4]
http://www.pong-story.com/inventor.htm.
[5]
See Mezrabad's complete "Chronogaming" series on the Magnavox Odyssey
here: http://www.armchairarcade.com/neo/taxonomy/term/948.
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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.