After all, Bushnell had originally recruited the computer expert by saying he was doing a racing game for Bally in Chicago. Alcorn also dreamed of doing something computer-based that was a bit more of a challenge. The arcade game the Atari founder proposed was primitive, not cutting edge: It included no computer whatsoever. Instead, it would just use old-fashioned TTL logic, a series of transistors and resistors with a different circuit for each function of the game.
“Get started on this. We want to make it for the arcade and then for the home. So keep the costs down.” Bushnell gave Alcorn some tortured, haphazard schematics to help, and Alcorn complained, “What the heck is this? I can’t read these.”
“Look, everyone’s on board with this,” said Bushnell. “I’m almost sure I have GE on board. Just do this and more will come out of it. Everything’s going great. Don’t worry, because we’re on our way.”
“OK, boss, OK.” Bushnell’s magical enthusiasm continually won Alcorn over. The boss’s most valuable quality was to make people believe in him and in his sweeping vision. During the gestation of Atari, Alcorn loved listening to Bushnell as he espoused his grand hopes. Alcorn, who didn’t come from money, looked to the Utahan as a philosophizing mentor more than a peer in engineering, because Bushnell’s design chops were middling. But as he listened to the founder’s big plans, Alcorn began to dream big dreams himself. Just as important, he worked extremely hard on the three-month project, although years later, he thought, “It’s got one moving spot. It’s got scoring digits. It’s got basically one sound. It’s the de minimisof a game. It’s really lifted from what Nolan saw in the Magnavox Odyssey game.”
But at the time, Alcorn hadn’t seen or played Baer’s tennis game—the Odyssey wouldn’t appear on retail shelves until later that fall—nor was he aware of Bushnell’s early knowledge of the device. Bushnell sometimes stated to the press that he never saw the precursor to Pong. But Baer, the ultimate stickler for detail, had squirreled away a signed attendee log that proved that Bushnell viewed a demonstration of the invention—along with Baer’s table tennis game—on May 24, 1972, at the Airport Marina in Burlingame, California. Atari was formed a month later, on June 27. A pattern was forming: Bushnell was being inspired by (or possibly taking) ideas for games he had seen and even loved in the past and trying to distill them for a mass audience. *
Yet whether the boisterous founder was unconsciously motivated by Baer’s idea or blatantly pilfered it ultimately didn’t matter when it came to marketing the game and getting it out to arcades beyond the Bay Area. With Pong, Bushnell, Dabney, and Alcorn were stepping into a shaky car for a wild roller-coaster ride that no videogame could ever imitate, even today. Something inside Bushnell needed to ride that ride more than anyone. He wanted so badly for Atari to show “Jack and the Beanstalk”–like growth. At night, he schemed: “If we do this right, it could take off. But if this really takes off, I’m not certain we’re prepared.”
Early in the gestation of Atari, Bushnell, who many thought wasn’t a good manager, sent a lucid eight-point document to theengineering staff. There was no joking and no spin; it was serious business in which he laid down the law. Bushnell’s one-page charter, as he called it, asked the slim staff to build four or more Pong machines by December 31, along with a Chicago-style coin box for those machines; to add more staff for emergency projects; to design packaging for Doctor Pong for dentists’ offices; and to create packaging for a possible home version of Pong. At the end, he wrote, “Statements concerning our manufacturing capacity are inapplicable to the above design schedule.”
The pragmatic Alcorn wrote back, “Is the fact that we have no money a reason not to do
Skye Malone, Megan Joel Peterson