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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.
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.
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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.