PONG simulation by and (C) Martin Goldberg. Click to start, move using your mouse. Developed with the assistance of Alan Alcorn. External use is strictly prohibited without prior approval of Martin Goldbeg. |
Introduction:
PONG arcade machines started in late 1972 with Atari PONG which
had an immediate success, resulting in around 19,000 PONG machines
sold. Soon after PONG entered the one year old video game market,
numerous companies copied the game (an easy task as it was built
with simple electronic chips and a regular TV set). Atari's first
PONG license was sold to Allied Leisure who released the game
under the name of Paddle Battle. Because Allied Leisure
could not make the electronic boards, the company contracted
Universal Research Labs (URL) to manufacture the boards (early
Paddle Battle boards show an URL copyright). However, the competition
did not take long to get strong and one of its immediate effects were
the release of Wimbledon by Nutting Associates in early
1973, a four-player PONG game in color (this company released the
first successful arcade machine in 1971: Computer Space). Atari didn't
have enough time to release PONG Doubles, the equivalent in
black and white. Many companies released arcade PONG machines between
1973 and the late 1970s: Amutronics, Bally, Midway, Meadows, Nutting
Associates, Ramtek, Taito, Williams, etc. Some PONG clones could play
against the players. Some others played variants such as Football
and Hockey. Some more advanced even played PONG games in a "Breakout"
mode where the ball would destroy a number of squares placed on the
game field between the players. The PONG saga had an enormous success
during these years, until more advanced games appeared in 1975 after
what PONG left the market to leave the place for other games named Tank,
Indy 500, Space Invaders, PacMan, etc. Atari PONG electronic circuits: Unlike modern video games, PONG did not use a CPU, nor did it produce
graphics with pixels. Every object put on the screen was generated by timing
circuits used to encode the video signal and turn it on or off depending on its
location. The global schematic of PONG can seem complicated, but in fact every
section is not very hard to understand once the main operation is understood.
Moreover, PONG happens to have one ghost hole on the upper left corner of the
screen where the ball can only pass, and it even has a bug in the bounce
circuitry (the schematic is correct, but the pcb has a mistake). |
Early designs: Before talking about the numerous PONG arcade machines inspired from Atari PONG, it is
interesting to see how some people tried to enter the video game business
by reselling improved Atari PONG games in kit form. Click the picture
on the left or click here to read more about
this. |
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Another interesting point
is how companies designed early arcade PONG games and derivates.
Ramtek is a nice example. They started in 1973 and the circuit
boards of their games were hand wire-wrapped. Judge by yourself: click
the picture on the left or click here to read
more about this. |
To realize how the PONG business grew in the 1970s, have a look at the pictures below (courtesy of Al Kossow). They show the printed circuit boards of bootleg PONG machines (we still need more photos of the machines themselves).
Board of Chicoin (Chicago Coin) PONG. Nearly identical to Atari PONG. Chips are all socketed, making service much easier. |
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Meadows PONG: probably copied from Atari PONG, although the board looks totally different. |
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Above: Two boards from arcade PONG
cabinets. The one on the left is nearly identical to Atari's one. The other one has nothing in common. The placement of the chips looks a bit like Meadows PONG. |
Atari did a really big
mistake at the begining. As a matter of fact, a game without patent
has no protection against bootlegers, even if it uses an analog or
a digital system without software. Atari did not patent PONG until 1973 and many competitors started
making their own version of PONG just
a few weeks after the release of Atari's game. Some copies are nearly
same, even so similar that the printed circuit board looks identical.
However, some other versions were designed from scratch, or at least from basic
elements of Atari PONG such as sync, paddle and ball generators. The photos below show some arcade PONG cabinets (cocktail and upright). The Amutronics TV PING PONG game on the left is very similar to Atari PONG: woodgrain finish, same coin slot, diagonal curring of the front panel. |
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Left and above: Digital Games Model 474. It plays games against the machine, which is quite rare. Up to four players can play together. |
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Left and above: another cocktail which plays four-player games in simulated (overlaid) color. |
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Left and above: another four-player cocktail PONG clone. Note the regular television set used as monitor and the main board directly inspired from Atari PONG... |
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Winner IV (4 players) |
Bally Playtime (directly copied from Atari PONG, but with joysticks !) |
Let's Play PONG:
In 1973 the population of Duncan, British Columbia
was about 5000. Today, nearly 40 years later, it is still around 5000.
Duncan is a small town, but it struggles to maintain that small town
feel with outlying municipalities springing up subdivisions like
mushrooms after a heavy rain. The tiny footprint of the city — all of
two traffic lights on the Island Highway as you pass through — is being
stamped with every kind of franchise imaginable, from Burger King to
Home Depot to casinos and multiple McDonald’s.
But it wasn’t always like this. In the early 1970s the outlying area
around the city was largely undeveloped. You could ride your bike (with
banana seat, of course) on trails that ran for miles along the Cowichan
River. The annual exhibition took place on agricultural land that
existed within the city limits. When that first McDonald’s opened in
1978 it signaled the end of an era.
In 1973 one of the popular local eateries was an Italian restaurant
called Romeo’s. To my young eyes it was a place of mystery and intrigue,
an ‘adult’ restaurant with subdued lighting that made me think of a
coal mine (the aesthetics were more appreciated when I got a bit older).
The small lobby area, like the rest of the place, was dimly lit and had
everything you’d expect — a coat rack, some seats, the stand where the
hostess would greet you and take you in. But one day we went in and
something new was there. It was a machine unlike any I’d seen before.
I’d heard of Pong and now I was staring directly at it: a cocktail
table-style cabinet housing a TV screen, with controls on two sides that
consisted of simple knobs. The surface of the table was glass. I
watched the strange phosphorous glow of the display, simple lines and a
small square of light gently arcing back and forth between two
rectangular blocks or ‘paddles’. This was like something from Star Trek.
I had to try it!
25 cents for one play. In 1973 and to someone who had yet to hit
double digits, 25 cents was a lot of money — more than the cost of a
whole candy bar! I rarely had any money on me. My older brother did,
though. He regarded me as his personal slave, so it seemed unlikely he’d
give or loan me the money to try it out. To my good fortune it turned
out that Pong required two players. My brother would pay then ‘force’ me
to play against him, keeping the hierarchy of owner/slave intact.
Win-win, as far as I was concerned.
I don’t remember how that first game went. I’m going to say I won due
to that intuitive little kid video game sense that so many little kids
seem to have. What I do remember is how the simple act of turning that
knob, seeing the paddle on the TV move in reaction and then hit that
little square of light was magic. Magic.
A few years later we got a home Pong unit. My brother, who liked to
tinker with electronics, managed to take the controls that were
hardwired to the console and break them out into handheld units,
allowing us to play without being three feet in front of the TV. We
still played sitting three feet in front of the TV because that’s what
you did but we had the freedom to move if we wanted to.
Pong led to the first video game system I owned myself — no
negotiating with the big brother required! — the Atari VCS (later
renamed the 2600). It didn’t come with Pong. The new world of video
games moved quickly and already Pong was passé. It didn’t matter. Those
early days of ‘electronic tennis’ had already confirmed that I had a new
lifelong hobby, one I didn’t even know existed until I saw that glowing
screen in Romeo’s when I was nine years old.