Darryn King and I recently interviewed Al Alcorn, the brains behind the arcade game that started it all.
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Allan Alcorn was just 24 when he designed the world's first popular videogame in 1972. Fresh out of college and working for the then unknown video company Atari - as its second employee - his first task as a junior engineer was just meant to test his skills. The result was Pong, an electronic table tennis game that paved the way for the modern videogame.
"Pong was such a simple game that anyone could play," Alcorn said. "At that time, coin-operated games were dominated by pinball machines that had sometimes lurid graphics or driving machines that required skills that appealed to young males. Pong was unusual in that it required two players. I think it was the first game that appealed to young ladies and thus was a more social game."
Instant hit
Atari had already marketed Computer Space, the world's first coin-operated videogame. Although a first in its category, the game did not thrive commercially because its instructions were so complicated. Atari's founder, Nolan Bushnell, realised that his company's next game had to be as simple as possible. "Since Pong was similar to the Magnavox Odyssey home game, I didn't expect it to be a big hit," says Alcorn.
Magnavox Odyssey was the first home videogame that hooked up to a consumer's TV set. It was designed by Ralph Baer and was marketed by Magnavox, an American television set manufacturer, in 1972 - the same year arcade Pong was introduced. The game used analog electronics and played a crude game similar to Pong, yet it was not a success in the market. It took Alcorn three months to design the first Pong prototype.
"Pong was a hard-wired machine that just played Pong. There was no computer involved," he says. "It is very difficult for anyone today, including engineers, to believe that something can be built without a computer. Microcomputers didn't impact videogames until 1974."
The original arcade Pong was made from simple digital logic chips and ran with a 14MHz clock. There was no microprocessor: they did not exist in 1972, so there is no surviving code for the original game. (The home version of Pong, introduced in 1974, had a custom chip designed by Atari.) Once completed, the prototype was tested in a small bar near Atari's offices in Santa Clara, San Francisco, the area now known as Silicon Valley.
The game's only instructions - "Deposit quarter" and "Avoid missing ball for high score" - reflected Bushnell's earlier wish to make the game as simple as possible. The following day, the bar's owner discovered a long line of people waiting outside his premises, quarters at the ready. Pong was a hit.
In many ways Pong's release ushered in the games industry. Alcorn says it took game developers more than a year to develop the skills needed to create their own videogames.
"Just about the time our competitors in the coin-operated business figured out how to create their own arcade videogames, we created a home business that threatened to take away players from the arcades. They were not happy with us."
Pong was a sensation for players because it successfully combined digital electronics with a TV display to create a new medium for gameplay. For the first time, people could control what they saw on their TV display. The experience was so engrossing that some believed the laws of physics were the same in the game as in real life. "Most people thought that you could 'spin' the ball in Pong, just as in real life," Alcorn says. They were mistaken. Alcorn had simply designed the "bats" so that if you hit the (square) ball near the edges, it would rebound at an angle.
Alcorn was put in charge of designing the home version of Pong. This version took things to a new level for the once-tiny video company, establishing Atari as the market leader in home videogames with a profit of $40m around 1977.
Like other prominent people in the computing industry of the 1970s, Alcorn saw no market for home computers - a belief that led Ken Olsen, co-founder of the then-mighty Digital Equipment Corporation, to remark in 1977: "There is no reason for any individual to have a computer in his home." Alcorn says: "I must confess that at first I saw no market for home computers. I couldn't see my wife interested in anything computers of that day could do. At the same time, I had no problem believing that people would play videogames at home, but I just never imagined that the market would be so large."
QuickTime and beyond
Alcorn left Atari in 1981, frustrated with management brought in by Warner Communications, which bought Atari in 1976. He joined Apple in January 1986 as a "Fellow" - one of his duties was to "change the industry". Alcorn did exactly that with his early work on MPEG (the Motion Picture Experts Group, who developed the eponymous algorithm) and QuickTime, and went on to start his own company, Silicon Gaming, in 1993. He then founded Integrated Media Measurement Incorporated and worked as chief technology officer, running the engineering wing which monitors broadcast sources to analyse the success of commercials.
Alcorn is now looking for something new to sink his teeth into. His most recent venture took him to Melbourne, Australia, where he attended the opening of Game On - the world's largest exhibition on the history of games and gaming. The exhibition was first launched at the Barbican Art Gallery in London in 2002.
"I enjoy talking about the early days of videogames and the fun we had," Alcorn says. "Perhaps I can inspire a young person to get involved in science and technology. Videogames are part of worldwide culture and as such we need to understand where it came from and where it is going. I hope that as a medium for entertainment it will add to the public good."
The industry has come a long way from a couple of paddles and a square ball, but not everything has changed. Modern gaming is just repackaging the same excitement and joy of play that drew crowds to Pong more than 35 years ago.
So can Alcorn see where videogames are headed? "Videogames have always been the technology leader for consumer electronics. Today's game platforms have more computer power than the largest computers from a decade ago," he says. "We have only begun to apply the advances in input and output technology to this business. I have some ideas. But I might want to develop them myself. So I will be coy about sharing them now."
Perhaps we'll only know when he's developed them when we see a line of people outside a bar, nursing their coins while they wait.