Pong+(Video+Game)

=**Pong**= - Article by Nguyen, Tyson.

**Pong** is a computer simulated table tennis game created by **Allan Alcorn** during the late 1960s-80s. The game, published by **Atari Inc.**, went on to become the first commercially successful video game, spreading from the coin-operated arcade machines into home systems, spawning multiple sequels and knock-offs, as well as making appearances in many pieces of media. The game was played by using a joypad-controlled vertical line (paddle) to return a moving dot to an opposing paddle, both paddles only being able to move vertically. The game continued till a paddle was unable to return the dot, earning a point to the side that managed to hit the dot past the opponent.

**__Table of Contents__**

 * 1) Background
 * 2) Development
 * 3) Profit

Background
Following the first conception and creation of video games by the two individuals **Thomas Goldsmith Jr.** & **Estle Mann**, many others sought to advance them, in both gameplay and format. The first "video" game by Goldsmith and Mann was simulated on a cathode ray tube, which consisted of tubes on a fluorescent screen that would be lit by firing an electron gun. It was played by using various knobs to control a missile to hit a target. The game needed outside materials to play and also lacked video signals, therefore not making it a video game. However, it gave the basic idea of what video games would be. Taking the concept of games that could be played with video, many others created different types of games using computers, consisting of //Tic-Tac-Toe, Tennis For Two,// and //Spacewar//.

One pioneer that would jump into the the field was **Ralph Baer** who when asked to build a television set, decided to add the ability to play video games in the 1950's. Although some objected to the idea, Baer went on to design concepts of a simplistic game years later called **Ping-Pong**. He went on to create the **brown box**, a video game unit for the television that he would use to hold demonstrations. He did this until a lasting contract with **Magnavox** was drawn, birthing the **Magnavox Odyssey** which was then produced to be sold in 1972 as a video game that could be played at home. It would be sold throughout the world.

**Development**
Following the founding of Atari in 1972 by **Nolan Bushnell** & **Ted Dabney**, Bushnell asked an associate of his, Allan Alcorn, to create a simple video game based off of //Tennis For Two//. Alcorn, however, having played a demo of Baer's //Ping-Pong//, decided to instead build off Baer's way of gameplay, increasing the gameplay, sound, and simplicity. Alcorn, feeling the game lacked much, tweaked the gameplay with additions, such as: accelerating the dot, smaller angles of return, & even leaving in accidents that had occurred during the game's development. He felt these features added to the game. A sound system was added to the game, which //Ping-Pong// lacked completely, that reacted to losing/gaining a point and returning the dot. The game was placed into a make-shift, coin-operated arcade machine using a computer board, a sound system, and a wooden cabinet. This would be the first version of Pong. media type="custom" key="9639816" align="center"

Following the popularity of the arcade machine, which had been placed into a local bar, Bushnell wished to further market the video game, though he experienced trouble due to the little financial backing they had, he would be able to continue with credit given from Well's Fargo. Starting up an assembly line for the production of //Pong// arcade machines, they were soon able to mass produce their product by 1973. The arcade machines also gained much praise, with Bushnell looking for more opportunities for //Pong//, with a suggestion by an Atari engineer about a home version of //Pong//. The designs were soon drawn up and produced, but lacked a distributor. Following a string of unsuccessful demonstrations, many believing the game would fail to gain attention and would be inefficient cash-wise, Bushnell decided to settle with a previously rejected offer with //Sears//. Allowing //Pong//'s reach to expand from bars and arcades.

Once //Pong//'s success was made more famous, many others attempted to mirror the results with copy-cat products that increased //Pong//'s pressure. Adding in content like multi-player modes & more gameplay options, to stand out among the competition, releasing //Pong// variations such as//:// //Super Pong//, //Pin-Pong//, //Quadrapong//, and //Puppy Pong//. //Pong// would also see many remakes, popping in many new console releases and as small mini-games within various video games.

Profit
//Pong//'s first arcade machine was installed into a local bar, where the machine was quickly embraced by the bar goers, even attracting a crowd only interested in playing the machine. Alcorn was soon contacted by the bartender: telling of the machine's success, calling Alcorn to fix the machine when it had broken down only to discover it had jammed from the many quarters being inserted. Bushnell, believing that //Pong// could turn a profit, decided to find financial backing, gained from //Wells Fargo// for an assembly line for arcades. Soon the popularity of the arcade machines lead to the financially successful home version of //Pong// and multiple remakes. media type="custom" key="9647964" align="center"

//Pong//'s popularity and financial success attracted legal actions of Baer and //Magnavox//, filing a lawsuit for a patent that had been filed on //Ping-Pong//. //Magnavox// arguing that they had copied the concept of //Pong// from //Ping-Pong//, which Alcorn had noted was one of the inspirations for //Pong//'s development. Though //Tennis For Two// was the first tennis based video game, it had not filed a patent. After some debate, an out of trial solution was found in which //Atari// purchased a $700,000 license, while other copy-cat products would have to pay royalties to continued production.

Analysis
The influence of //Pong// on America is incredibly underestimated as we fail to realize //Pong//'s effects on the everyday items around our lives. Pong was not just a new game; it created a whole new market, in turn creating more jobs and also inspiring different ideas and inventions for the coming generations. It symbolizes the prosperity that the United States achieved over the last century. Finally, it showed a whole new world of innovations that could be achieved through the technology that had recently become available. Pong is one of the most important inventions of the last few decades.

The commercial success after //Pong//'s initial release drew in hopefuls wishing to also make achievements in the emerging market. Out of these hopefuls, some would go on to become big players in the market, even up to this day, with newer strides in technology allowing for further improvement and reinvention of the concept of video games. People drawn into the business include the founders of famous brand names, such as //Nintendo//, //Sony//, & //Microsoft//, respectively: //Fusajiro Yamauchi//, //Akio Morita// & //Masaru Ibuka//, & //Bill Gates// & //Paul Allen//. With each passing generation of gaming consoles, these companies reinvented what video games were capable of. The companies also meant more opportunities in the job market for many and they created a newer, exciting environment. And a profitable one to boot, the net worth of the video gaming industry being $22 billion. Saying that //Pong// alone invented the video gaming market is going a little over the top, not being the first video game or even first tennis simulation game available. However, it certainly holds the position for drawing attention to the market. The past years have shown more interest in this market, such as the offering of courses for computer art and computer use, even specialized curriculums in colleges for video game production. With these new jobs and markets there came much economic change as well.

//Pong//'s influence on the gaming business would show how it could also affect the economy and its current state. The economy of the United States was booming, with families having much financial surplus to purchase many items for recreation and convenience. This fact was epitomized in the world of gaming, as //Pong// was not only a commercially successful arcade game, but also became the first home system that families could buy. The amount of money and free time that the population had was caused by the growing number of financial and civil benefits that had been acquired, and, also, the benefits that would be given in the years that followed. These included bills and laws that allowed government grants and loans for housing and schooling. Also, more lenient work hours and set minimum wages combined to leave more money and time to be spent on other rhings. Such bills included the G.I. Bill, and the Housing and Urban Development Act of 1965. Some chose to spend the higher pay and time off work on video games, much like the people of today. Had people of the past not had these things, gaming would not have become a commercially successful and popular market. In fact, we would be wasting time reading books and doing homework, but that's a dark future we avoided. Though these economic results are nothing compared to the technological aspects of the game.

//Pong// wasn't too impressive of an advancement, compared to the fact that a man had walked on the moon only 3 years before its release. The game involved hitting a ball back and forth between two paddles, a simplistic concept easily achieved in real life. Yet it made millions of dollars in the market. //Pong// was made by one man; using a computer, he was inspired by concepts he had seen in a more complex version of the idea. Remaking his own ideal version of a table tennis simulator, one that was more simple and included multiple programming errors and the simple addition of a score and sound system. The first arcade machine of //Pong// was very cheaply thrown together using a wooden cabinet, a computer, and speakers. This humble, simple game was somehow brilliant. It showed the simple yet amazing advances in the everyday realm of technology, as more opportunities in the future become known. //Moore's Law//, stated in 1965, said that, every two years, the capabilities of technology will double proved accurate by the leaps of computers over the last 5 decades. //Moore's Law// was also evident in //Pong//, though the leap from a scrapped together arcade machine to flashy arcade machines didn't seem like technological advancement, it was followed, in less than two years, by a concept and design for a home version of Pong, becoming the first successful home video game system. An arcade machine was transferred into a smaller home version in less than two years, proving that technology could easily, swiflty exceed expectations.

The idea of home video games, would erupt in the coming centuries as multiple systems were released, such as the //Super Nintendo// or //PlayStation//, with a new generation of gaming consoles being released every 5 years, each excelling the previous. Home consoles would also be followed by the creation of portable systems, including the //GameBoy// & //Playstation Portable//, further showing just how much more could be done with video games. Though these advancements may pale in comparison to the discoveries of the past centuries, it still managed to affect history on a grand scale enough to cause laws and bills to be passed in Congress. Most focused mainly on censorship and vulgarity of video games, but, they are bills none-the-less.

//Pong// has greatly affected the world of today, mine especially, postponing the hours of monotonous homework I have to do. Video games have made amazing strides in the last 4 decades, let alone in the last 5 years, with a recent announcement of another generation of video games. //Pong// was so simplistic in concept and creation, yet it spawned generations of technological improvements that only showed us further what video games were capable of. As //Moore's Law// predicts, the coming years will only continue to show what //Pong//, long ago, paddled into motion.