The Ultimate 70s Collection - John Romero - E-Book

The Ultimate 70s Collection E-Book

John Romero

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Beschreibung

How do you remember the seventies? Whether it's as the "Me Decade," the heatwave of 1976, or the Winter of Discontent, you'll find something in these pages to stir up nostalgia for the pop culture that defined the decade! Cinemas were showing groundbreaking movies, from Star Wars and Suspiria to Smokey and the Bandit, and TV programming was in its golden age with children's classics like Jamie and the Magic Torch and the satirical Abigail's Party, all played out on brand-new color TV sets. Then came the first-ever videogame consoles -- the Magnavox Odyssey, or the Atari 2600 -- and along with it, Pong. In Ultimate 70s Collection, you'll read and remember (or imagine!) what life was like in this momentous decade filled with iconic toys, trends, music, movies, celebrities, and other pop culture phenomena. Filled with fascinating articles, high-quality photography, and so much more, take a trip down memory lane and rediscover the most notable developments of the seventies!

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CONTRIBUTORS
John Romero, Mark Bussler,
Philip Oliver, Jim Bagley,
Gary
Bracey, and Trip Hawkins
©2023 by Future Publishing Limited
Articles in this issue are translated or reproduced from
The Ultimate 70s Collection
and are the copyright of
or licensed to Future Publishing Limited, a Future plc group company, UK 2022.
Used under license. All rights reserved. This version published by Fox Chapel Publishing Company, Inc.,
903 Square Street, Mount Joy, PA 17552.
e-ISBN: 978-1-6374-1281-7
The Cataloging-in-Publication Data is on file with the Library of Congress.
To learn more about the other great books from Fox Chapel Publishing, or to find a retailer near you,
call toll-free 800-457-9112 or visit us at
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.
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A Letter from the Publisher
R
emember the days filled with sore thumbs and hands from chaotically playing Rock
‘Em Sock ‘Em Robots and Hungry Hippos? Or how about updating your closet
to better suit a light-up dancefloor? Personally, I remember the first day I left my
portable radio at home for the exciting new Walkman. Within these pages, you’ll have a
blast rediscovering all the pivotal moments that made the 70s such a significant decade.
During the 70s, we witnessed best-selling movies like
Star Wars
, that was a cinematic
breakthrough and monumental shift in the sci-fi genre. What started as a simple tennis
game became a revolutionary development and mass phenomenon in the videogame
industry, also known as
Pong
. Musical artists like Elton John, Donna Summer, David
Bowie, Queen, Fleetwood Mac, and others took the world by storm, changing music
forever—from disco, funk, and alternative to rock, punk, and pop.
While this book is a bit different from what we usually publish, it was brought to
us by the editors of
Retro Gamer Magazine
and it’s with nostalgic excitement that
we proudly present it to you. A pivotal time in history, the 70s—following up on
the international success of the Beatles—really launched the beginning of mass
culture and globalization. The world was introduced to American movies, British
games, music, pop culture icons, and more that would forever leave a mark. It’s
interesting how things had become international and shaped culture around
the world ever since. Sounds similar to what happened with the iPhone!
And this is only scraping the surface of what a defining decade the 1970s
were. So, sit back and enjoy all the wonders of the 70s! If you remember the
era yourself, you may wince, or you may be proud of the things featured
within these pages. If you weren’t born yet, I hope you have fun learning all
the things that came before.
—Alan Giagnocavo, Publisher
8
THE STORY OF PONG
16
HOPPITY HOP
18
LITE-BRITE
20
RALEIGH CHOPPER
24
GUESS WHO?
26
70 FILMS THAT DEFINED
THE 70S
40
BOGGLE
42
LITTLE PROFESSOR
CALCULATOR
44
SPIROGRAPH
46
BAER’S ODYSSEY
52
WEEBLES
54
EVEL KNIEVEL
STUNT CYCLE
56
STAR WARS
66
CONNECT 4
68
SKATEBOARDS
72
SPEAK & SPELL
74
ETCH A SKETCH
76
TOP SHOWS FROM
THE 70S
90
SIMON
92
BREYER HORSES
94
COZY COUPE
96
ATARI 2600
6
104
ROCK ‘EM SOCK
‘EM ROBOTS
106
STYLOPHONE
108
DUNGEONS
&
DRAGONS
112
PADDINGTON BEAR
114
BIG TRAK
116
HUNGRY HIPPOS
118
FASHION FEVER
126
STRETCH ARMSTRONG
128
BATTLESHIP
130
WALKMAN
132
MUSIC
7
It was 47 years ago that a simple
warm-up engineering project helped
thrust a new industry and company
into the public eye, forever changing
how we view entertainment and
becoming the digital fire for the
modern caveman. Take a behind-
the-scenes look at the history and
influence of Pong
T
hey were at a turning point in their
lives. Nolan Bushnell and Ted Dabney
couldn’t stay with Nutting Associates
any more – that much was clear.
But what were they supposed to do
now to get their two-person game-
engineering firm, Syzygy Engineering,
out on the market?
Nolan found the answer by cold-
calling several of the ‘old guard’ arcade
game firms in Chicago. Bally, which had
purchased fellow manufacturer Midway
three years before, was interested in
their videogame technology, but not if
the duo was still attached to Nutting.
Making a calculated decision, they
gave notice at Nutting and rented a
2,000 square foot front-end office with
back-end garage on Scott Boulevard
to start up operations. Incorporating
the company as Atari, they signed a
contract with Bally to design a pinball
machine, an electromechanical
arcade game, and a video arcade
game. Money from the contract would
come in monthly, and combined with
a coin-op route of pinball machines
they had purchased from a fellow
former Nutting employee, the nascent
videogame and arcade company had
enough to get their small firm up and
running and hire some employees.
Their first employee was Cynthia
Villanueva, a babysitter for Nolan’s
PONG
a coin-op route of pinball machines
they had purchased from a fellow
It was 47 years ago that a simple
It was 47 years ago that a simple
It was 47 years ago that a simple
The Story of
8
PONG
The Story of
kids who was hired as a combination
secretary and work-mother, making sure
they’d eat during the long hours at work.
It was the second employee, though,
that has the real bearing on this story.
Al Alcorn had been part of a stable of
interns at Ampex’s Videofile division
when Nolan and Ted worked there. A
burly American football player in high
school who decided in college that his
future lay in electrical engineering rather
than the gridiron, he was on his six-month
rotation when he first met Nolan and Ted.
By the time they were starting up Syzygy
Engineering at the end of May, Nolan paid
the associate engineer a call.
“He offered me a salary – about $1,000
a month – and ten percent of the stock
in the company,” says Al. “I was already
making $1,200 a month as an associate
engineer and the stock seemed
worthless to me because I couldn’t care
less. It was a nice token, but not that
important to me. I accepted the offer
because I thought that it would be fun.”
Al had never seen a videogame
before, and Nolan got him up to speed by
plopping the diagrams for his and Ted’s
game, Computer Space, into his lap. In
between looking over the technology,
Al also had to pull his weight in the small
startup where everyone had a role. Ted’s
was to build the pinball machine, keep the
company’s books, manage the facilities,
and run the coin-op route. Nolan’s job
was to be Nolan – look over progress and,
as Al puts it, “keep bullshitting” Bally that
they were making progress so it would
keep sending checks. Al’s role, besides
engineering, was to help collect the coins
on the route that was helping to keep
Nolan and Ted afloat, since they weren’t
making a salary themselves.
“[Collecting the money] taught me
about designing things that work in a
public environment,” Al says. “When a
machine steals your money you feel you
have a right to destroy it. So it has to be
really well built, but still be cheap
to manufacture. I learned a lot
about that from collecting on
the route.”
Al’s conditions were
spartan, consisting of a
work area with a single old
oscilloscope that they all
shared. But the fun he was
seeking was just about to
really begin.
Pong begins…
It started with a challenge
to make a game. Nolan
wanted a driving game but had
decided that Al needed to warm up
with something simple. So Nolan lied
to Al, claiming they had a contract with
GE for a consumer videogame that had
to use very few chips. Thinking back
to the Magnavox Odyssey demo he
had been to that past May where he
saw a tennis game, he decided to tell
Al the game was to be an electronic
version of tennis. He then proceeded
to describe what he saw of Magnavox’s
game, aiming to have Al tweak it
further.
One thing was clear in Al’s mind:
he couldn’t make heads nor tails of
Nolan’s unorthodox schematics that
he’d been trying to study. Nolan had
to walk through the basics of the spot-
motion circuitry that Ted had designed,
explaining how the sync generators
work to draw things on the screen.
Al started out by getting a ball moving
around on the screen, designing the
circuits needed to change direction.
This process shouldn’t be lost on the
reader, who may be more used to
today’s gaming world where Pong is
commonly used as an intro to game
programming. Arcade videogames
didn’t use microprocessors at this time,
so there was no game code. In those
days, videogames were engineered – no
different to any other consumer product
like a toaster, telephone or stereo. Game
designers in the early Seventies were
electrical engineers like Al; their job was
creating a circuit for every mechanic,
a fiddly task that would later be done
entirely in software.
When Al went to work on the iconic
paddle controls for the game, several
ideas came rolling out from the creative
part of his brain. Ideas that would
become an important part of making it
the fun game it is to play to this day.
First there was how to do a simpler
version of the ‘English’ Nolan had
PONG MEMORIES
My first memories of
Pong
are from when my mum got me
a Binatone TV Master MK IV in the
late Seventies. It was fantastic
– you could actually play games
on your TV!
It may not look much by
today’s standards, but it was
bloody good fun!
So many great memories for a classic game!
Jim Bagley, Ocean Software
»
is Pong cabinet, signed by
Nolan Bushnell, now resides at
the Computer History Museum
in Mountain View, California.
»
Games in the early Seventies were
literally engineered, as they did not
use microprocessors or code of any
sort. A circuit had to be designed to
control each individual aspect of
gameplay, as seen here.
PONG
9
kids who was hired as a combination
secretary and work-mother, making sure
they’d eat during the long hours at work.
It was the second employee, though,
that has the real bearing on this story.
Al Alcorn had been part of a stable of
wanted a driving game but had
decided that Al needed to warm up
with something simple. So Nolan lied
to Al, claiming they had a contract with
GE for a consumer videogame that had
in M
in Mo
HOME-GROWN PONG
A selection of the many Pong variants that were
available on the home market
01. Magnavox
Odyssey
Ralph Baer’s influential
console was created in
1972 and featured two hand
controllers. It is the first home
example of a console featuring
a tennis game, and inspired
Atari to create
Pong
.
07. Heathkit
GD-1380
As with other systems featured
here, the Heathkit is powered
by a universal chip, in this case
the AY-3-8500. It’s a bit of an
oddity, and not just due to its
radio-like appearance. It only
works on Heathkit TVs and the
audio comes through the TV.
02. Super Pong
Wanting to emulate the success
of
Pong
in the home, Atari created
Super Pong in 1976. Unlike similar
home systems of the time,
Pong
was the only game available on it.
08. Interfab
Pong IV Kit
Another interesting model,
as it existed in three distinct
forms: fully assembled,
partly assembled or in kit
form, requiring full assembly.
Released by Interfab in 1976, it
played just two games, Tennis
and Handball.
03. Wonder
Wizard
General Home Products’ Wonder
Wizard is an interesting system,
as it features a Magnavox
Odyssey 300 circuit board in
the original Magnavox casing.
It features a number of games,
including a
Pong
-like version
of tennis.
09. VideoSport
MK2
This stylish-looking system is
one of the earliest European
variants of
Pong
, appearing in
1974/1975. Created by British
retailer Henry’s, it included
three games:
Tennis
,
Football
and
Hole In The Wall
.
04. Telstar
Ranger
The Coleco Telstar Ranger
was released in 1977 and is a
six-game variant of the original
Telstar that was released. It
came with an authentic-looking
pistol and two controllers, with
the gun games being
Target
and
Skeet
.
10. Philips Tele-
Spiel
We love the look of this, and not
just because of its bright primary
colors. It came packed with a
Pong
variant, and four additional games
could be purchased. There’s no
scoring system, meaning players
physically score games on the
actual controller.
05. Video System
This system from First Dimension
looked interesting, with the first
model being released in 1975.
The better 1976 variant, which
is the one shown here, played
relatively complex variants of
Pong
, including an innovative
four-player mode.
11. Videomaster
Home TV Game
Another early European
system, believed to have been
first available in 1974. It played
Tennis
,
Football
and
Squash
and
is notable for having a large
number of variants.
06. Television
Tennis
Does exactly what it says on
the tin. This home system was
created by a small company
called Executive Games and
was first released in 1975. It’s
notable for its chunky design
and unusual controllers.
12. Binatone
Distinctive thanks to its orange
casing, it’s another six-game
system, possibly based on
the same chip as the Telstar
Ranger. It also includes two gun
games, with the gun peripheral
having a cool scope.
Images courtesy of David Winter. Visit
www.pong-story.com
for more great information about
Pong
.
01
02
05
08
11
06
09
12
04
07
10
03
10
HOME-GROWN PONG
A selection of the many Pong variants that were
available on the home market
01. Magnavox
Odyssey
Ralph Baer’s influential
console was created in
1972 and featured two hand
controllers. It is the first home
example of a console featuring
a tennis game, and inspired
Atari to create
Pong
.
02. Super Pong
Wanting to emulate the success
of
Pong
in the home, Atari created
Super Pong in 1976. Unlike similar
home systems of the time,
was the only game available on it.
HOME-GROWN PONG
HOME-GROWN PONG
described seeing on the Odyssey.
Simply a way to make the ball volley
off the paddle in unpredictable lines, it
makes gameplay between opponents
a bit more chaotic, like real tennis. The
Odyssey uses a separate ‘English’ dial
control, but Al was able to come up with
a simpler method that proved just as
fun.
The paddles in
Pong
are 16 pixels
high, and by segmenting it into eight
sections each, two pixels high, he was
able to dictate how the ball angled off
the paddle. The catch was, the angles
were an illusion created by horizontal
and vertical speeds. The horizontal
speed was set by how many times a
volley occurred between the paddles,
a feature that Al had added to make it
more interesting.
“Nolan had told me that it had to be
a consumer product,” he explains, “so
I thought two guys could sit there and
play it forever if the ball had just one
speed. So I added the speed-up
where after a certain number of
volleys it would go faster and faster.”
Whatever segment of the paddle
was hit would then decide the
vertical speed of the ball. Hitting the
top or bottom ones would imbue
the ball with the highest speed, with
each segment closer to the center
decreasing. Finally, the middle
two segments produce no vertical
speed change. Combined with the
variable horizontal speed, players
were now able to create a much
more unpredictable, entertaining
volley.
Another ‘feature’ that Al added to
the game actually spawned from a
defect in the design. The motion of the
paddles on the screen is controlled by a
special timer chip, the 555, which uses
the motion of the spinner controllers
as part of its control. A limitation in the
chip meant the paddles were unable to
be drawn all the way to the top of the
screen, leaving a small gap that a ball
can fit through. Instead of coming up
with a fix, Al decided to leave it in as a
stalemate breaker. The bug became a
feature.
Nolan’s demand for a low chip count
made Al self-conscious through the
coming months of the design process.
At every turn and request from Nolan
to add additional features, Al kept
second-guessing how it could be done.
On-screen scoring, an on-screen net
instead of one affixed to the TV screen,
and then probably the most far-reaching
request. When Ted and Nolan came
to Al asking for the sounds of a crowd,
something had to give. There just wasn’t
a budget.
Nolan wanted cheering for scores;
Ted wanted boos and hisses for missing
a ball. They had to compromise with a
blipping sound that’s now synonymous
with early videogames and instantly
identifies
Pong
.
By mid-August of 1972, about
three months since he started, Al had
completed his ‘test game’. Nolan was
ready for Al to move on to his ‘real
project’, the driving game they’d actually
be providing to Bally. The tennis game
would just fade off into the darkness.
There was one problem, though: it was
too much fun to play. Ted thought the
game was a great finished product
and should be the one they submitted
to Bally, and Nolan wanted no part of
that. The two had what Ted described
as a “knockdown, drag-out” screaming
match in each other’s faces. The end
result was that Nolan agreed to at least
test it out.
Going to Al and presenting it as his
idea, Ted offered a plan to test out the
game at one of their locations, still not
letting on that there was no GE contract.
Al agreed, still thinking the product had
been a failure based on the cost specs
he had been given. Ted got a television
monitor ready for it, using the same
gutting process he had developed when
he first created the spot-motion circuitry
for
Computer Space
. He then built a
cabinet over the following weekend – a
half-sized, boxy design for the television
and
Pong
prototype to sit inside.
“We cut the numbers to Bally to one third.
Bally still thought we had exaggerated the
numbers”
»
Nolan inspecting rows of Pong games being
manufactured in 1973 at a roller rink. He
and Ted needed the space, and this vacant
rink that e Doors had played at several
years earlier proved the right fit.
Pong
was truly the first
casual game and the first social
game. Everyone played it. I
mean, everyone. It is ironic that
videogames after
Pong
quickly
became too complicated for the
mainstream public and that we
are only now working our way
back to mass-market casual and social games.
Trip Hawkins, founder of Electronic Arts
PONG
11
PONG MEMORIES
owner of Andy Capps called him to
say the machine stopped working and
that they should come down and fix it
because there were lines of people still
waiting to play. After heading down and
opening the coin box, Al suddenly found
an avalanche of quarters flowing out.
The only reason the game had stopped
working was that the coin mechanism,
appropriated for
Pong
from a laundry
machine, had overflowed onto the
circuit board. A simple fix, but also a
promising start.
Nolan and Ted decided to go ahead
and build another 12
Pong
machines
in more standard-sized cabinets. Ten
would go out to the other locations on
the coin-op route, and they’d keep one
at the office. The final one would be sent
to Bally to evaluate for the fulfillment of
the videogame portion of their contract.
Yes, Nolan had acquiesced after the
success at Andy Capps.
Success and
manufacturing
The numbers kept coming in through
September and they couldn’t believe
it. The new
Pong
-filled coin-op route
had almost tripled their earnings. Ted
was making enough money to look at
replacing his old car. This game was
going to be a big moneymaker for
Bally – if it ever responded.
Nolan kept in contact with Bally,
but it was apparent that it was
stalling. Ted explains: “We were
getting plenty worried because
our future was in Bally’s hands. We
decided to put together an income
report to give Bally some incentive.
As we put this report on paper, the
numbers looked impossible. We
knew that they would think that we
cooked the books.
“Since the numbers were so
damned high, I suggested that we
cut the numbers to Bally by one half.
The numbers still looked unlikely, so I
said that we needed to go to one third. A
couple of the machines were much lower
than the others, so Nolan suggested
that we not cut those ones so drastically.
I said that if we’re going to lie, we have
to be consistent so we would remember
what the lie was. He agreed.
“Believe it or not, Bally still thought
we had exaggerated the numbers. They
were still stalling, but they owned it so
we were up a creek. That’s when I came
up with the idea to get Bally to reject the
game.”
Nolan, Ted and Al were in Nolan’s
office, contemplating their frustration
and trying to think about what they
could do. Bally owned all the rights
to Pong, since the game had been
submitted as the videogame portion
of the contract between the two
companies. Even if they decided that
they wanted to try to manufacture
it themselves, they were legally and
ethically proscribed from doing so.
Ted further explains: “That’s when
I said, ‘Either we build it ourselves
or we go home. I don’t want to go
home!’ We went over what the
costs would be and Nolan and
Al agreed that we couldn’t
afford to do it. I echoed
my statement and
said that we needed
to make a decision.
I said, ‘If we decide
to build it ourselves
then we can work on
how to get it done. If
not, we go home.’”
In the end, none
of them opted for
going home. Ted
said he would handle
the TVs and cabinets,
and Al and Nolan could
work on the boards
What’s funny is that
I thought
Pong
was old-
fashioned in 1982 when
games like
Pac-Man
were
on the scene, but today I
find it a total joy to play.
Pong
is the eternal classic
that excels because of its
simplicity and fun gameplay!
Mark Bussler, Classic Game Room
All of [Andrew’s and
my] early programming
attempts were to rewrite
Pong on our brother’s ZX81.
I wouldn’t be surprised if
every games programmer
that started in the late
Seventies confessed that
one of their first games was a Pong clone!
Philip Oliver, CEO of Blitz Games Studios
or we go home. I don’t want to go
home!’ We went over what the
costs would be and Nolan and
Al agreed that we couldn’t
Painted in a garish red/orange color
to attract attention, its size ensured
that it would have to be propped up on
something to bring it to face level. There
were no directions on the control panel,
no description of what it was about,
nothing. A box with a TV screen, two
knobs, and a coin box. There was one
thing printed on the metal control panel,
though. A single word named after the
sound of the game:
Pong
.
They decided to place it at their
favorite location out of all of them on
their coin-op route: a tavern called Andy
Capps. With seven machines there
already, they elected to set the Pong
prototype on top of a barrel next to
Computer Space.
The legend today goes that the
machine stopped working because
of overflowing coins, but that’s not
the cause of the first breakdown.
The first time was because of cheap
potentiometers, the electronic
component that the spinners are
actually made from. They’re usually
rated for a certain number of turns, and
Al calculated by the quantity of coins in
the box that it was getting far more than
what it was rated for. Probably about
100,000 turns by the end of the month.
Then, shortly after that, Al got the
call for the more famous problem. The
»
By 1973, other companies started entering the
market with their own clones of Pong, and the
market was soon overflowing. is was an ad
Atari ran in Cash Box magazine at the time to
help combat what Nolan called “the jackals”.
PONG MEMORIES
PONG MEMORIES
“That’s when I said, ‘Either we build it
ourselves or we go home. I don’t want
to go home!’”
12
owner of Andy Capps called him to
say the machine stopped working and
What’s funny is that
What’s funny is that
I thought
Pong
was old-
fashioned in 1982 when
games like
Pac-Man
were
on the scene, but today I
find it a total joy to play.
Pong
is the eternal classic
that excels because of its
simplicity and fun gameplay!
Mark Bussler, Classic Game
Painted in a garish red/orange color
to attract attention, its size ensured
that it would have to be propped up on
something to bring it to face level. There
were no directions on the control panel,
no description of what it was about,
nothing. A box with a TV screen, two
knobs, and a coin box. There was one
»
By 1973, other companies started entering the
By 1973, other companies started entering the
market with their own clones of Pong, and the
he
market was soon overflowing. is was an ad
d
Atari ran in Cash Box magazine at the time to
o
help combat what Nolan called “the jackals”
help combat what Nolan called “the jackals”.
PONG MEMORIES
“That’s when I said, ‘Either we build it
ourselves or we go home. I don’t want
to go home!’”
ANYONE FOR TENNIS?
Tennis
For Two
»
YEAR: 1958
»
SYSTEM: ANALOGUE
COMPUTER/OSCILLOSCOPE
William Higinbotham fiddled around
with one of Brookhaven National
Laboratory’s early computers for
calculating missile trajectories to
simulate a crude game of tennis.
We’re betting productivity
at Brookhaven dropped
dramatically.
Top
Players
Tennis
»
YEAR: 1989
»
SYSTEM: NES
This is the earliest example we
could find of a celebrity-endorsed
tennis game. The players in question
are Chris Evert and Ivan Lendl. It
also allows four people to play
at the same time, as long as
you have the relevant NES
adaptor.
Jennifer
Capriati
Tennis
»
YEAR: 1992
»
SYSTEM: MEGA DRIVE
There are lots of tennis titles that
focus around classic male players,
but this is the only one to be based
on a popular female tennis star.
While it plays a decent game of
tennis, there are more notable
titles to feature celebrity
endorsements.
Super
Tennis
»
YEAR: 1991
»
SYSTEM: SNES
Although it’s not the most
innovative game in our selection,
Super Tennis
definitely deserves to
be here. It’s quite simply the best
16-bit tennis game ever made, with
a masterful selection of shots
and incredibly nippy gameplay.
Nice Mode 7 court effects
as well.
Pete
Sampras
Tennis
»
YEAR: 1994
»
SYSTEM: MEGA DRIVE, GAME GEAR
This fun offering from Codemasters
featured Pete Sampras and was the
first game to utilize the company’s
J-Cart technology, allowing two pads
to be plugged into the cartridge, and
featured some fun mini-games,
including a cameo from Dizzy.
Virtua
Tennis 2
»
YEAR: 2001
»
SYSTEM: ARCADE,
DREAMCAST, PS2
Sega’s original
Virtua Tennis
was so
good that it became an extremely
hard formula for Sega to improve
on. It managed it, though, thanks
to even more players and an
improved single-player
campaign, along with a pile
of excellent mini-
games.
Pocket
Tennis Color
»
YEAR: 1999
»
SYSTEM: NEO GEO POCKET
While it lacks the structure of
Mario Tennis
, this superb little
offering remains our favorite
handheld tennis game because
it’s so much fun to play. Sublime
controls and an excellent two-
player mode make it a timeless
portable classic of the
genre.
Mario
Tennis
»
YEAR: 2000
»
SYSTEM: NINTENDO 64, GAME
BOY COLOR
Camelot’s excellent tennis game
proved that, with the right care,
Mario could work in anything. Mini-
games galore, excellent gameplay
and a motley crew of Nintendo
favorites turned
Mario Tennis
into one of the N64’s best
sports games.
Outlaw
Tennis
»
YEAR: 2005
»
SYSTEM: XBOX, PS2
An unusual tennis game, because
the only endorsement isn’t a player
but political satirist Stephen Colbert,
who commentates. While it tries to
shock with its cast – a PhD stripper,
a convict and a Jewish ninja,
among others – it plays a
rather rudimentary game
of tennis.
Wii
Sports
»
YEAR: 2006
»
SYSTEM: WII
The pack-in game for Nintendo’s
Wii featured a truly wonderful
game of tennis that really came
into its own thanks to the innovative
motion controls. The sequel in
Wii
Sports Resort
was better thanks
to MotionPlus control, but the
original remains so much fun
to play, especially with
two players.
A look at the rich and varied world of videogame tennis
PONG
13
Tennis
For Two
S
and components. Nolan and Ted then
crafted a letter to Bally as well as their
strategy for when Nolan went in to meet
with its management. In a move that
would make Obi-Wan Kenobi proud,
they convinced Bally that this wasn’t the
droid it was looking for. An incredible
feat, considering that Bally’s subsidiary,
Midway, was actually interested in
releasing the game. Nolan managed to
talk them out of it by playing both groups
against each other, claiming to each
that the other didn’t want
Pong
so that
in the end, they really didn’t. Per Ted’s
suggestion, they offered to replace it with
another game, but only if Bally formally
rejected
Pong
, returning the rights to
Atari. When the formal letter came, the
ruse had worked, but better than they had
expected. Bally had canceled the entire
contract, including the pinball machine.
Ted set about designing the now-
famous bright yellow and woodgrain
cabinet and getting the television sets
they’d need to modify to put in the
cabinets. The plan was to make 50
Pong
cabinets to sell, a modest amount but one
that would still strain the small amount
of storage space they had in which to
manufacture them.
After the design for the cabinet was
done, Ted started looking for someone to
manufacture them in bulk. After one false
start that was too cheaply put together,
he found the answer in the form of PS
Hurlbut, a local cabinet maker. Ted said
they might not be able to pay for them
all at once, but the owner said it was not
a problem because of their line of credit
through a local bank. Then, suddenly, two
weeks later, he received a call that the
cabinets were ready, to come pick them
up. There was no way Ted or Nolan had
the transportation, but Hurlbut delivered
them – all 50 at once. Atari didn’t have
the room for all of them inside the small
leased area, let alone room to do the work
to install the components.
By chance, though, the candle maker
next door happened to move out in the
middle of the night, leaving a vacancy.
Without asking permission, Ted used a
sabre saw to cut a large hole through the
wall separating the two properties. Now
they had plenty of room!
Ted also used his own money to pick
up 50 13-inch black-and-white Hitachi TV
sets that were going to be taken
apart
and used for the monitors inside each
Pong unit. Costing $3,000 in total, the
investment out of his own pocket was well
worth it in his mind. They had a chance to
make more money in the long run.
In the meantime, Nolan had a slightly
easier job getting the PCB manufacturing
going. He literally just walked across the
lot from their rental unit to another one
where a small PCB manufacturer was
located. Though he and Al also tracked
down sources for the rest of the parts
they needed, Nolan’s overall job was…
well, nobody really knew.
It was 27 November, and Ted and Al set
about assembling the units, as did a few
of the other people they had taken on.
But Nolan largely stood around, watching
while everyone assembled. Ted walked
up to him and said: “What are you doing?
We’re assembling these things; now it’s
your job to go sell them.”
With what Ted describes as a “hang
dog” look, Nolan went back to his office to
start making calls. The price had already
been decided: $937 per Pong unit. Picked
by Ted after he saw the number on the
licence plate of a car in the parking lot, it
put them in the sub-$1,000 price point
they wanted. Nolan returned only an
hour later, looking white as a ghost. After
making just three calls, he informed them
that he had sold 300 units – 50 to one,
100 to another, and 150 to the last. They
were in business!
While the Magnavox Odyssey
and
Computer Space
had been
first in the consumer and coin-op
industries respectively, it was
Pong
that would really drive the move
towards videogames in the public
consciousness and jump-start both
industries. By June of 1973, Atari had
already sold 3,500 units, which was
stellar in a time when most runs of
traditional coin-op games like pinball
were 1,500 units. At the end of its
manufacturing life, around 8,000 units
were sold. This was all in the midst
of an explosion of
Pong
clones by
other manufacturers, including Bally/
Midway.
weeks later, he received a call that the
cabinets were ready, to come pick them
the transportation, but Hurlbut delivered
them – all 50 at once. Atari didn’t have
the room for all of them inside the small
to install the components.
Without asking permission, Ted used a
sabre saw to cut a large hole through the
wall separating the two properties. Now
they had plenty of room!
sets that were going to be taken
apart
and used for the monitors inside each
worth it in his mind. They had a chance to
easier job getting the PCB manufacturing
going. He literally just walked across the
where a small PCB manufacturer was
down sources for the rest of the parts
they needed, Nolan’s overall job was…
well, nobody really knew.
about assembling the units, as did a few
of the other people they had taken on.
while everyone assembled. Ted walked
We’re assembling these things; now it’s
your job to go sell them.”
dog” look, Nolan went back to his office to
Pong
was such a seminal,
powerfully influential game
that Bill Budge’s first Apple II
high-res 6502 program was
a
Pong
ball bouncing on the
screen, and it blew him away.
Creating the original
Pong
experience himself seven years
after the original appeared was still an event of
magnitude.
John Romero, Loot Drop
»
In an effort to expand its locations and potential
buyers, Atari promoted Pong to department stores
and doctor’s offices. Seen here is a flyer for Dr
Pong and Puppy Pong, which are simply Pong
housed in a waiting-room-friendly cabinet.
PONG MEMORIES
Without Pong, you’d have no Coleco or
Nintendo entering videogames
14
and components. Nolan and Ted then
crafted a letter to Bally as well as their
strategy for when Nolan went in to meet
with its management. In a move that
would make Obi-Wan Kenobi proud,
they convinced Bally that this wasn’t the
droid it was looking for. An incredible
feat, considering that Bally’s subsidiary,
Midway, was actually interested in
releasing the game. Nolan managed to
talk them out of it by playing both groups
against each other, claiming to each
that the other didn’t want
Pong
so that
Pong
so that
Pong
in the end, they really didn’t. Per Ted’s
suggestion, they offered to replace it with
another game, but only if Bally formally
rejected
Pong
, returning the rights to
Atari. When the formal letter came, the
ruse had worked, but better than they had
expected. Bally had canceled the entire
contract, including the pinball machine.
Ted set about designing the now-
famous bright yellow and woodgrain
cabinet and getting the television sets
a problem because of their line of credit
through a local bank. Then, suddenly, two
a problem because of their line of credit
through a local bank. Then, suddenly, two
The press jumped on the new
medium, whose name still hadn’t
been defined yet. It could be regularly
seen labeled as TV tennis, TV games,
Space Age games, video action games,
electronic games, television skill games,
video skill games, Space Age pinball
and just plain videogames.
But Atari’s
Pong
and
Pong
-
flavoured follow-ups were
most assuredly in the front.
Pong
reached such iconic
status that it has influenced
pop culture as well,
becoming a recognizable
symbol of the Seventies,
with appearances in movies
and television shows from
that decade onward.
The impact of
Pong
on
the industry simply cannot
be dismissed or diminished.
It launched Atari, the
company that was then synonymous
with videogames and high technology,
solidified and trumpeted the home
videogame industry, and launched
entire genres that branch from it, like
the
Breakout
/
Arkanoid
style of games.
Pong
, in all its simplicity, completely
revolutionized the way we look at
interactive entertainment. It created an
acceptance of the amusement industry
at a time when it was associated with
organized crime and back-room bars,
and it showed the promise of the future
of high technology as it was just entering
the public consciousness.
Pong Doubles
(September
1973)
The first follow-up to
Pong
.
Pong Doubles
moves the
game into a four-player
variant by re-creating the
doubles tennis format.
Four staggered paddles
controlled by four separate
spinners create a unique co-
operative version of
Pong
.
Super Pong
(February
1974)
This adds three paddles to
the player’s spinner and
random starting points
for the ball’s serve. The
three-paddle horizontal
format was later leveraged
vertically in games like
Atari’s
Avalanche
and
Activision’s
Kaboom!
.
Quadrapong
(March 1974)
This is another move by
Pong
into the four-player realm.
In this version, each player
guards their own goal with
their individual paddle. The
player can only miss four
times before their goal
closes up and they’re out of
the game.
Pin Pong
(October 1974)
The first pinball videogame,
done
Pong
-style. It was still
just a ball and paddle, but in
this case the flippers were
the paddles. There are no
real flippers on screen; an
image of a paddle angled
to the real horizontal one is
quickly substituted to create
the illusion.
Tournament
Table (March
1978)
This is a collection of all
of Atari’s paddle-and-ball
games in a single cocktail-
style arcade cabinet.
Breakout
,
Quadrapong
,
Foozpong
,
Handball
, and
multiple variants of
Soccer
,
Hockey
and
Basketball
.
PONG
SEQUELS
»
e inside of the first Pong. A simple
wooden shelf with a standard 13-inch
black-and-white Hitachi that Ted
picked up. e prototype Pong sits in
the bottom of the cabinet.
Pong
was probably my most
desired toy that I never actually
got. I loved the game – used to
play in arcades – but it was always
that little bit too expensive for us
to buy. You can imagine my awe
when I actually got to meet and
subsequently become friends
with Nolan Bushnell! Life is funny sometimes.
Gary Bracey, Ocean Software
PONG MEMORIES
PONG
15
Without the impact of
Pong
, you’d
have no companies like Coleco or
Nintendo entering videogames, both
of which started with clones of the
game. It was Atari’s Japanese coin-op
division, which started out making
Pong
machines in Japan,
that was sold to Namco to
become its own videogame
division. Likewise, jukebox
company Konami was
inspired to enter the
videogame industry after
the success of
Pong
. There
are also the legions of
game programmers, on
just about every platform
imaginable, who cut
their teeth programming
versions of
Pong
as their
‘Hello world’ beginner’s
app.
Pong
or versions of
it have been ported to any system you
care to mention precisely because of
this, and the principles of the game
are still used to this day to teach
programming skills.
With its recognition in museums
and archives around the globe,
Pong
’s
importance to industry and culture has
come to its highest level. Without its
astonishing popularity, many companies
would not have invested time and
resources building affordable home
consoles. And now, here we are, 46 years
later, paying homage to the game that
started as a warm-up and truly warmed