Contents
The History Of Pong: Avoid Missing Game to Start Industry
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk [1]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  The History Of Pong: Avoid Missing Game to Start Industry
by Matt Barton, Bill Loguidice
10 comments
Share RSS
 
 
January 9, 2009 Article Start Previous Page 5 of 6 Next
 

By the early 1980s, nearly all of today's familiar video game and computer elements were in place. These elements ranged from input devices such as multifunction digital and analog controllers to online services, like the proprietary CompuServe and The Source, each of which featured a selection of relatively sophisticated multiplayer games (see book Chapter 24, "Ultima Online (1997): Putting the Role-Play Back in Computer Role-Playing Games"). However, before all of that happened, Pong had one more significant role to play.

In Sunnyvale, California, from the early to mid 1970s, gifted hacker Steve Wozniak ("Woz") worked as an engineer specializing in calculator technology at Hewlett-Packard (HP), where he reunited with an energetic summer employee by the name of Steve Jobs, whom he had befriended when the two were in high school.

Advertisement

The friendship generated a series of external business partnerships. For example, Jobs helped to sell Woz's underground "blue box," a device that "phreakers" (a type of hacker targeting the phone system) used to make free long-distance calls and to eavesdrop on conversations.

Jobs was hired as Atari's fortieth employee in 1974 as an hourly technician and, after a short hiatus for a spiritual journey to India, returned the following year to work at the innovative company that was about to repeat its arcade success with a home version of Pong.

Jobs, now a night-shift engineer, was tasked with creating Breakout for the arcade, which was designed to be a single-player, vertical Pong.[9] The goal of the game was to destroy rows of blocks at the top of the screen by bouncing a ball off a small, movable paddle at the bottom.

Atari was unable to lure Woz away from HP after witnessing his impressive self-built home Pong clone. Nevertheless, because he was a fan of both Atari arcade games and up for any engineering challenge, he agreed to help Jobs complete the assignment.

Woz completed the bulk of the work in about four days, with an efficient design that used far fewer chips than any other Atari arcade game at the time. For the impressive effort, Jobs received a nice payout and bonus -- most of which he kept for himself -- and a reengineered Breakout would become another Atari arcade hit.[10]


The Atari 2600 Video Computer System (VCS) conversion of Breakout (1978).

After years of hardware hacking and his two dalliances in video games, Woz began development on a television computer terminal. Inspired by regular meetings at the legendary Homebrew Computer Club -- in which many early industry pioneers shared their ideas and passions -- Woz created and showed off what would become known as the Apple I.

Although nothing more than an elegantly designed circuit board with a low-cost MOS 6502 microprocessor, 4 KB RAM, and expansion connectors, the Apple I nevertheless laid the foundation for what was to come. Atari and HP were not interested in the idea, so the two Steves formed their own company, Apple Computer, on April 1, 1976.


Many variations on the paddle-and-ball theme hit the arcade. Shown here is Atari's Avalanche with simulated color overlay, which tasked players with catching boulders. The Atari VCS would receive an unofficial port of the game via Activision's popular Kaboom! (1981), which replaced the boulders with lit bombs.

Working out of Woz's bedroom and eventually Jobs's garage, they began production on the Apple I. The persuasive Jobs negotiated with local hobbyist computer store, the Byte Shop, for an order of units worth $50,000.

Credit, time, and supply constraints were tight, but the Byte Shop order was met, with the computer store providing full-stroke keyboards and wooden cases to complement the circuit board. Through the Byte Shop and magazine coverage and advertisements, the company had slow, but steady growth.


Taito's arcade Arkanoid (1986) would take the concepts in Breakout to the next level, with powerups, different types of enemies, and multiple levels.

---

[9] The concept was from Bushnell and Steve Bristow.

[10] Breakout was released May 13, 1976, and inspired a long line of clones and knock-offs itself.

 
Article Start Previous Page 5 of 6 Next
 
Comments

Gary Colabuono
profile image
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
profile image
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
profile image
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
profile image
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
profile image
I'm sorry but Pong did not start this industry.

Ever heard of Chainmail?

Bill Loguidice
profile image
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
profile image
"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
profile image
Well, remember the landfill with Atari ET cartridge... that was pretty outrageous... but true.

Bill Loguidice
profile image
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
profile image
@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.


none
 
Comment:
 


Submit Comment