The Inside Story of 'Pong' and Nolan Bushnell’s Early Days at Atari (2024)

Al Alcorn knew he was being wooed. Nolan Bushnell, the tall, brash, young engineer from Alcorn’s work-study days at Ampex, had shown up at Alcorn’s Sunnyvale office. Bushnell was driving a new blue station wagon. “It’s a company car,” he said with feigned nonchalance. He offered to drive Alcorn, recently hired as an associate engineer at Ampex, to see the “game on a TV screen” that Bushnell and Ted Dabney had developed at their new startup company.

The two men drove to an office in Mountain View, near the highway. The space was large, about 10,000 square feet, and looked like a cross between an electronics lab and an assembly warehouse. Oscilloscopes and lab benches filled one area. Half-built cabinets and screen with wires protruding from them sat in another.

Bushnell walked with Alcorn to a sinuous, six-foot-tall fiberglass cabinet with a screen at eye level. Bushnell was proud of what he called its “spacey-looking” shape. He had designed it in modeling clay, and Dabney had found a swimming pool manufacturer willing to cast the design in brightly colored fiberglass. The cabinet housed a shoot-em-up-in-outer-space fantasy game called Computer Space.But Alcorn paid the lovely cabinet no attention, aside from noting the vague stink of the fiberglass. He thought the most interesting feature of this, the first videostygame he had ever seen, was Bushnell and Dabney’s decision to use an off-the-shelf television set as a screen. Had they asked him, he would have said that the thirteen-inch black-and-white General Electric model with balky wiring would be most useful for starting fires.

An excerpt from "Troublemakers: Silicon Valley's Coming of Age" by Leslie BerlinSimon & Schuster

Watching Bushnell demonstrate the game, Alcorn grew excited. Computer Space was based on an iconic game called Spacewar!, written in 1963 by an informal group at MIT led by Steve Russell. Across the country, programmers played and constantly modified Spacewar! on time-sharing machines in fledgling computer science departments. Most technical people who saw Spacewar! were entranced by its computing implications: it demonstrated that a computer could draw on a screen, calculate trajectories, and detect when a ship was hit.

But Alcorn knew that there was no computer inside Bushnell and Dabney’s Computer Space, even if the promotional literature bragged of a “Computer (Brain Box).” Computers were far too expensive to use in a scenario like this one. Something else must be controlling the patterns and movement on the screen. Alcorn wanted to know what.

He opened the cabinet, glanced at the wiring, and fell in love. Bushnell and Dabney had tweaked the dedicated logic circuits within the wiring of the television so that they could produce the same effects as the time-sharing computer in the original Spacewar! game. “A very, very clever trick,” Alcorn called it. Without a computer, without software, without a frame buffer, a microprocessor, or even memory chips beyond a few flip-flops, Bushnell and Dabney had made a dot appear and move on the screen. Even to Alcorn, who had repaired televisions since he was a teenager and was now working on high-resolution displays at Ampex, the trick seemed “almost impossible.”

Alcorn had a gush of questions. Bushnell waited for him to calm down. Then he offered Alcorn a job at $1,000 per month and 10 percent of the startup company that he and Dabney had each kicked in $350 to launch. Bushnell and Dabney called their company Syzygy (a word that refers to the alignment of three celestial bodies) but soon renamed it Atari, after discovering that another company had incorporated under the name Syzygy. In Bushnell and Dabney’s favorite game, Go, “Atari” means roughly the same thing as “Check” in chess. Or, as Bushnell later chose to define it, “Atari means you are about to be engulfed.”

Syzygy, the soon-to-be Atari, designed games for manufacturers such as the pinball giant Bally to manufacture and sell. Syzygy had designed Computer Space, Bushnell explained, but a small operation called Nutting Associates, which owned the office in which they were standing, was manufacturing it. Bushnell and Dabney’s chutzpah impressed Alcorn almost as much as the electronic trick. He had never known anyone who had left a job at a big company to start a new business, as Bushnell and Dabney had left Ampex.(Memorex had spun out of Ampex in 1961, before Alcorn’s time there.) The move felt right, though, he thought—another way in which young, bright people were writing new rules for themselves in the wake of the 1960s. Then again, the salary Bushnell was offering was a 17 percent cut from Alcorn’s Ampex paycheck. The 10 percent ownership stake, he figured, was worthless since Atari would probably fail.

Alcorn’s then girlfriend (and future wife), Katie, encouraged him to “take a chance on a flyer.” After all, they had no kids and no mortgage. And if, as Alcorn predicted, Syzygy/Atari failed, he would find another job at one of the many businesses in and around Mountain View that were hiring electrical engineers.

The Inside Story of 'Pong' and Nolan Bushnell’s Early Days at Atari (2024)
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