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Pong is a 1972 sports video game developed and published by Atari for arcades.It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but Bushnell and Atari co-founder Ted Dabney were surprised by the quality of Alcorn's work and decided to manufacture the game.
Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney.Atari was a key player in the formation of the video arcade and video game industry.
Allan Alcorn (born January 1, 1948) is an American pioneering engineer and computer scientist best known for creating Pong, one of the first video games. In 2009, he was chosen by IGN as one of the top 100 game creators of all time. [1]
A simple game of ping-pong made video games into a force to be reckoned with in 1972. ... the inaugural Atari 2600 cartridge-playing console went on sale and Pong was among the games included on ...
The original Atari, Inc., founded in Sunnyvale, California, United States in 1972 by Nolan Bushnell and Ted Dabney, was a pioneer in arcade games, home video game consoles, and home computers. The company's products, such as Pong and the Atari 2600, helped define the electronic entertainment industry from the 1970s to the mid-1980s.
It is a clone of Spacewar!, one of the earliest video games, developed in 1962. Syzygy Engineering, a precursor to Atari, Inc. launches Computer Space, the first commercial video arcade game, also being a Spacewar! derivative. 1972 Atari, Inc. launches Pong, the first commercially successful video game.
The first generation of consoles were on sale between 1972 and 1980 and included the Magnavox Odyssey, Telstar, Home Pong, and Color TV-Game. Typical characteristics of the first generation of consoles: Discrete transistor-based digital game logic. Games were native components of consoles rather than based on external or removable media.
That’s when I had the idea for PingPod: 24/7 on-demand ping pong facilities that could operate without the need for full-time employees on-site. We live in a world where experiences are valued ...