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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 6 of 6
 

By the time the Apple I was officially released, Jobs and Woz were already thinking about adding new features; they frequently updated its design and shared their progress with the club.

The result was the Apple II, which -- despite the short gap between releases -- improved on the Apple I in nearly every way, including a complete molded plastic enclosure with full-stroke keyboard, external peripheral ports, and eight easily accessible internal expansion slots.

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Breakout was a direct influence on that legendary computer, as summarized nicely on Wikipedia:

[As Woz stated,] "A lot of features of the Apple II went in because I had designed Breakout for Atari. I had designed it in hardware. I wanted to write it in software now." This included his design of color graphics circuitry and the now infamous beep and click sound circuitry.

It also directly influenced his design of Integer BASIC (which he referred to as "Game Basic"), with his Integer BASIC version of Breakout being the first "proof of concept" application running on the prototype Apple II. His desire to play Breakout on his new computer also led to the addition of a paddle interface, and ultimately the bundling of paddle controllers and a cassette tape containing the code for Breakout for the Apple II's commercial release.[11]


An example of different types of home paddle controllers. From left to right: Commodore's high-resolution paddles for their VIC-20 and C-64 computers, the default controller for the Bally Astrocade consoles that functioned as both a joystick and paddle, Atari's VCS paddles, and a Nintendo Entertainment System paddle for use with its home version of Arkanoid. Though little seen today outside of custom home arcade cabinets and controllers, at one time, paddles (also known as "spinners" in their unrestricted form) were a popular form of control.

Pong led to the birth of the industry and Breakout, which led to the Apple II and Space Invaders -- yes, Space Invaders! Instead of taking a passive role in destroying the opposing blocks by bouncing a ball (or square) as in Breakout, Space Invaders (Taito, 1978; Arcade) took the basic concept and layout and gave the player the active ability to fire at will at the opposing aliens.

Space Invaders, described in detail in book Chapter 16, "Space Invaders (1978): The Japanese Descend," invigorated a flagging arcade industry, and upon its conversion in 1980, was instrumental in the breakthrough success of the Atari VCS, knocking the final ball out of Pong's court, allowing the industry to advance and evolve.


Atari's popular Warlords arcade game from 1980, shown with simulated color overlay, is still receiving homebrew ports for various classic systems today. Warlords combined elements from Pong and Breakout in a four player free-for-all where each player has to defend their castle walls and the king within.

Pong is still instantly recognizable today, and continues to receive new updates and variations. It's often used as a first project for aspiring programmers or hackers, and the title's direct legacy is still very much relevant.

However, as the first video game to capture the public's imagination and lead to pivotal industry milestones, its ultimate influence is well beyond that of any other title in this book, and for that deserves to be at the top of any "best of" list.

---

[11] See http://en.wikipedia.org/wiki/Breakout_(arcade_game)#cite_ref-9.

 
Article Start Previous Page 6 of 6
 
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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