
THE
ADVENTURES OF KING PONG
Nolan Bushnell,
the quintessential screenager, ported table
tennis to the television and launched a revolution
in hand-eye coordination.
David
Pescovitzl
Salon.com
June 12, 1999
Video games. Big
money in "professional" tournaments
is won and lost because of them. Entire magazines
are devoted to them. Kids in arcades boast about
their mastery of them. Secret moves? Please.
I was there at the beginning with a fistful
of quarters. And the only secret move I ever
learned was that if you rubbed your Pumas on
the arcade carpet and touched your quarter to
Breakout's coin box just right you might hack
yourself a free game.
This was the mid-1970s,
when the Pinball Wizard was about to be struck
with a bad case of Pac Man Fever and Nolan Bushnell
was riding the video-game wave, figuratively
and literally, on a 67-foot yacht named Pong.
Nolan Bushnell was the quintessential screenager,
the proto-gamer who ported table tennis to the
television and launched a revolution in hand-eye
coordination.
Growing up in
the 1940s in the Mormon smallville of Clearfield,
Utah, Bushnell had been a tinkerer since before
his teens. Like the legions of Silicon Valley
garage-scientists who would follow him, Bushnell
enjoyed a bit of madness in his scientific method.
Once, he nearly torched his family's carport
with a homemade rocket engine mounted on the
back of a roller skate.
While studying
engineering at the University of Utah, Bushnell
divided his moonlight hours between a job working
at an amusement park and playing Spacewar, an
early computer game popular among pointy-head
types with late-night access to massive university
mainframes. That's when the first light bulb
popped in Bushnell's Spacewar-inspired brain:
incorporate a computer component into the analog
amusement park's midway. A good idea, but ...
"When you
divide 25 cents into an $8 million computer,
there ain't no way," he realized before
graduating in 1967 and relocating to California
to work for an electronics company.
All the late nights
Bushnell spent in an ad hoc research facility,
formerly his daughter's bedroom, led to Computer
Space, a Spacewar-esque stand-alone video game
produced by a small arcade-game manufacturer
called Nutting Associates. The game bombed --
the learning curve was too steep and the payoff
too minimal to entice partyers in the bar environments
Computer Space was designed for. Still not discouraged,
Bushnell hired a young engineer named Al Alcorn
and, as on-the-job training, asked him to build
what would become a blockbuster.
"We were
going to build a driving game," Bushnell
said in a 1983 Playboy interview. "But
I thought it was too big a step for him to go
from not knowing what a video game was to that.
So I defined the simplest game I could think
of, which was a tennis game, and told him how
to build it. I thought it was going to be a
throwaway, but when he got it up and running,
it turned out to be a hell of a lot of fun."
Nutting passed
on the product, as did other game manufacturers,
so Bushnell decided to go it alone. The name
of his new company? Atari, a term from the Japanese
game Go that loosely translates as "check."
In November 1972,
Pong was unleashed in the belly of the high-tech
beast, a bar named Andy Capp's in Silicon Valley.
The boom was born and the dawn of the digital
age was shining brightly on Bushnell. He built
a rock-, beer- and pot-fueled corporate culture
that attracted the brightest nerds in the valley,
including Steve Wozniak, who would later be
co-founder of Apple Computer. Atari finished
fiscal 1973 with $3.2 million in sales, a sign
of appreciation from a couch potato culture
finally able to affect the image on a TV screen.
Other successful
games followed and in 1975, the electronic entrepreneur
set his sights on the American family. A $99
TV console version of Pong introduced the first
joystick generation to "interactive"
entertainment at home. By 1976 though, dozens
of companies were fighting Atari for market
share and Bushnell's company was cash-starved.
"When you're
a little company, and you hear that National
Semiconductor is going to build a game and that
Magnavox is going to build a game, then all
of a sudden you say, I'm this little tiny ...
do I have the resources?" Bushnell said
in a recent interview. "You don't realize
at that time that big companies tend to be really
screwed up, so that they're sometimes really
easier to beat than a good, well-tuned entrepreneurial
operation ... They just look like they can outspend
you and throw millions of engineers at you,
and it scares you."
Warner Communication
signed a check for $28 million, and half went
to Bushnell, who stayed on as chairman of Atari
but became at odds with the powers that be.
Quite simply, Bushnell said later, "I took
my eye off the ball." Depending on who
tells the story, Bushnell either left or was
forced out in 1978. In the years that followed,
Atari skyrocketed with the 2600 home video console,
but crashed in the early 1980s with the explosion
of the personal computer market. Meanwhile,
Bushnell was busy making pizza and ranting about
robots.
When Bushnell
left Atari, he took with him the idea for Chuck
E. Cheese, the chain of Pizza Time Theater restaurants
that combined fast food with high-technology
and robot animals with affordable family dining.
Animatronic Chuck E. Cheese himself, along with
Mister Munch and Madame Oink, entertained the
kids with cornball vaudeville while parents
were still munching.
"We're an
entirely new entertainment phenomenon,"
said Gene N. Landrum in 1978. Landrum was president
and chief executive of Pizza Time and had been
general manager of National Semiconductor Corp.'s
consumer products division. "We compete
with Marriot's and Disney's parks, but people
can come here once a week instead of once a
season."
Under Bushnell's
ownership, 300 Chuck E. Cheese outlets sprouted
across the country and gained $150 million in
sales. But by 1984, competition -- not to mention
the bad reputation of the pizza itself and the
loss of video games' novelty power -- led to
tremendous losses, Bushnell's subsequent departure
and the bankruptcy of Pizza Time Theater Inc.
But the mechanized
Chuck E. Cheese himself hinted at one of Bushnell's
next big ideas. (Of course, there were other
"big ideas" along the way, including
a computerized car navigation system eventually
bought by Rupert Murdoch.) In 1982, Bushnell
launched Androbot, a company that sold BOB (Brains
on Board) and TOPO, two personal robots that
fetched beers and managed other important household
tasks.
"What will
happen to all the dogs displaced by BOB?"
Bushnell was asked in 1984.
"They'll
become curiosities, like old cars," he
responded.
Actually, it was
BOB that became a dead-tech curiosity when Bushnell
sold the faltering company in 1985.
"We were
unable to hit the price point and the function
that we wished at the same time," Bushnell
said. The Androbots were "too dumb and
too big."
Not to mention
that the stubby plastic droids simply weren't
as cute as A.G. Bear, a plush plaything from
Bushnell's more successful post-Androbot venture,
Axlon Inc. Without a doubt, A.G. Bear, which
responded to a child's sounds in imitative babble,
and Axlon's other offspring were the forefathers
of the Furby.
While Axlon still
exists as a royalty-collecting company, Bushnell
has since refocused most of his efforts back
on the virtual world. There was Octus, whose
products enable computer-control of telephone
services like voice mail and faxes, and, most
recently, PlayNet, developers of networked interactive
entertainment stations for bartops, which folded
last year.
While it's unlikely
that Bushnell has exhausted his start-up spirit,
these days he's immersed in the role of gamedom
guru for a generation of screenagers seeking
their roots. He speaks about entrepreneurship,
education and creative engineering to packed
crowds at gaming conventions around the world,
and holds court as commissioner of the Professional
Gamers League.
And he's still
King Pong. Just ask Dennis "Thresh"
Fong, the whippersnapper Quake champ who was
schooled by Bushnell in a Pong playoff at last
year's Electronic Entertainment Expo. After
all, there's no secret to winning at Pong, other
than following the directions: "Avoid missing
ball for high score."
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