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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.
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.
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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.